  uvec4 iuv4A,iuv4B, tTOCIdx,tTOCvec4Idx,tTOCsubIdx,subTexV4Addr;
  uvec4	subTexV4Idx, subTexV4Sub, startCode;
  iuv4A		 = uvec4(iuv,iuv+uvec2(0,1));
- iuv4B		 = uvec4(iuv,iuv)+uvec4(1,0,1,1);
+ //iuv4B		 = uvec4(iuv,iuv)+uvec4(1,0,1,1);
  // PRECALC
  //////////////// Subtexture-level convergence check
  if(false){//Test for subtexture convergence

 return texel;
}

uint getPrimitiveIDFromQueue(vec4 layerAccumulator, int level){
 const vec4 ACC_MULTIPLIER = vec4(1,16,256,4096);
 return uint(dot(mod(floor(layerAccumulator/pow(16.,float(level))),16)*ACC_MULTIPLIER,vec4(1)));
}

//UNTESTED

   subTexV4Idx	= subTexByIdx / 16u;
   subTexV4Sub  = subTexByIdx % 16u;
  } else{ ////////////////// Compute the hard way
  iuv4B		 = uvec4(iuv,iuv)+uvec4(1,0,1,1);
  tTOCIdx = uvec4(
  	iuv4A.x/SUBTEXTURE_SIDE_WIDTH_TEXELS + (iuv4A.y/SUBTEXTURE_SIDE_WIDTH_TEXELS)*19u,
  	iuv4A.z/SUBTEXTURE_SIDE_WIDTH_TEXELS + (iuv4A.w/SUBTEXTURE_SIDE_WIDTH_TEXELS)*19u,
