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libs/vkd3d-shader: Add support for switch fall-through blocks.
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@ -3784,13 +3784,15 @@ static void vkd3d_dxbc_compiler_emit_control_flow_instruction(struct vkd3d_dxbc_
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return;
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label_id = vkd3d_spirv_alloc_id(builder);
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if (cf_info->u.switch_.inside_block) /* fall-through */
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vkd3d_spirv_build_op_branch(builder, label_id);
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cf_info->u.switch_.case_blocks[2 * cf_info->u.switch_.case_block_count + 0] = value;
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cf_info->u.switch_.case_blocks[2 * cf_info->u.switch_.case_block_count + 1] = label_id;
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++cf_info->u.switch_.case_block_count;
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cf_info->u.switch_.inside_block = true;
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vkd3d_spirv_build_op_label(builder, label_id);
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cf_info->u.switch_.inside_block = true;
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vkd3d_spirv_build_op_name(builder, label_id, "switch%u_case%u", cf_info->u.switch_.id, value);
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break;
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}
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@ -3800,9 +3802,11 @@ static void vkd3d_dxbc_compiler_emit_control_flow_instruction(struct vkd3d_dxbc_
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assert(cf_info->current_block == VKD3D_BLOCK_SWITCH);
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cf_info->u.switch_.default_block_id = vkd3d_spirv_alloc_id(builder);
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cf_info->u.switch_.inside_block = true;
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if (cf_info->u.switch_.inside_block) /* fall-through */
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vkd3d_spirv_build_op_branch(builder, cf_info->u.switch_.default_block_id);
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vkd3d_spirv_build_op_label(builder, cf_info->u.switch_.default_block_id);
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cf_info->u.switch_.inside_block = true;
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vkd3d_spirv_build_op_name(builder, cf_info->u.switch_.default_block_id,
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"switch%u_default", cf_info->u.switch_.id);
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break;
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@ -3810,6 +3814,7 @@ static void vkd3d_dxbc_compiler_emit_control_flow_instruction(struct vkd3d_dxbc_
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case VKD3DSIH_BREAK:
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{
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const struct vkd3d_control_flow_info *loop_cf_info;
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if (cf_info->current_block == VKD3D_BLOCK_SWITCH)
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{
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if (cf_info->u.switch_.inside_block)
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