Implemented switch/case for glsl in OpenGL ES 3.0.
For simplicity, it is implemented as a loop without a condition,
so break statements work properly like so:
begin switch
if(...) // 1st case
...
else if(...) // other cases
...
else // default case
...
end switch // Anchor point for break statements
All related dEQP tests pass, except 7 tests where vertex shaders
contain a switch or a loop within another switch. These 7 failures
have only about 5% of bad pixel and seem to be related to an issue
with int(floor(...)), since the equivalent tests inside the fragment
shader pass.
KNOWN ISSUE: If a switch is within a loop and one of the cases
contains a "continue" statement, this will not be
handled correctly at the moment. There are no dEQP
tests for this at the moment, AFAIK.
Change-Id: I3ba34ab06a759d07e8520f6a87d75036a5cdaef5
Reviewed-on: https://swiftshader-review.googlesource.com/5272Tested-by:
Alexis Hétu <sugoi@google.com>
Reviewed-by:
Nicolas Capens <capn@google.com>
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