Switch implementation
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/5272
Tested-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <capn@google.com>
diff --git a/src/Shader/VertexProgram.hpp b/src/Shader/VertexProgram.hpp
index f4f1677..54335c2 100644
--- a/src/Shader/VertexProgram.hpp
+++ b/src/Shader/VertexProgram.hpp
@@ -93,6 +93,7 @@
void ENDLOOP();
void ENDREP();
void ENDWHILE();
+ void ENDSWITCH();
void IF(const Src &src);
void IFb(const Src &boolRegister);
void IFp(const Src &predicateRegister);
@@ -102,6 +103,7 @@
void LOOP(const Src &integerRegister);
void REP(const Src &integerRegister);
void WHILE(const Src &temporaryRegister);
+ void SWITCH();
void RET();
void LEAVE();
void TEXLDL(Vector4f &dst, Vector4f &src, const Src&);