[pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { switch (v.x) { case 0: return 3.0; case 1: return 4.0; default: return 5.0; } } [test] if(sm<4) uniform 0 float4 3 0 0 0 if(sm>=4) uniform 0 uint4 3 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0) if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0) % just a default case [pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { switch (v.x) { default: return 5.0; } } [test] if(sm<4) uniform 0 float4 3 0 0 0 if(sm>=4) uniform 0 uint4 3 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0) if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0) % completely empty [pixel shader fail] uint4 v; float4 main() : sv_target { switch (v.x) { } } % falling through is only supported for empty case statements [pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { case 0: case 1: c.x += 0.1f; break; } return c; } [test] if(sm<4) uniform 0 float4 2 0 0 0 if(sm>=4) uniform 0 uint4 2 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.1, 2.0, 3.0, 4.0) % case value evaluation [pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { case 1+1: c += 0.1f; break; case 0: c += 0.2f; break; } return c; } [test] if(sm<4) uniform 0 float4 2 0 0 0 if(sm>=4) uniform 0 uint4 2 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1) if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) % floats are accepted [pixel shader fail(sm>=6) todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { case 2.1f: c += 0.1f; break; case 0.9f: c += 0.2f; break; } return c; } [test] if(sm<4) uniform 0 float4 2 0 0 0 if(sm>=4) uniform 0 uint4 2 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1) if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) [pixel shader fail(sm<4 | sm>=6) todo(sm<4)] float4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { case 2.1f: c += 0.1f; break; case 0.9f: c += 0.2f; break; } return c; } [test] uniform 0 float4 2.0 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1) uniform 0 float4 1.0 0.0 0.0 0.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) [pixel shader fail] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; uint a = 1; switch (v.x) { case 1+a: c += 0.1f; break; case 0: c += 0.2f; break; } return c; } % duplicate cases [pixel shader fail] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { case 2: c += 0.1f; break; case 1+1: c += 0.2f; break; } return c; } % multiple default cases [pixel shader fail] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { default: case 2: c += 0.1f; break; case 1: c += 0.2f; break; default: break; } return c; } % unterminated cases [pixel shader fail(sm<6)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { case 0: c += 0.1f; case 1: c += 0.2f; break; } return c; } [pixel shader fail] uint4 v; float4 main() : sv_target { switch (v.x) { case 0: return 3.0; case 1: return 4.0; case 2: } return 0.0; } [pixel shader fail] uint4 v; float4 main() : sv_target { switch (v.x) { case 0: return 3.0; case 1: return 4.0; default: } return 0.0; } [pixel shader fail(sm<6)] uint4 v; float4 main() : sv_target { switch (v.x) { case 0: return 3.0; case 1: return 4.0; default: discard; } return 0.0; } [pixel shader fail(sm<6)] uint4 v; float4 main() : sv_target { switch (v.x) { case 0: return 3.0; case 1: return 4.0; case 2: discard; } return 0.0; } [pixel shader fail(sm<6)] uint4 v; float4 main() : sv_target { switch (v.x) { case 0: discard; case 1: return 4.0; } return 0.0; } % more complicated breaks [pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; switch (v.x) { case 2: c += 0.1f; if (true) break; c = 9.0f; case 1: if (false) break; c += 0.2f; break; default: case 0: break; } return c; } [test] if(sm<4) uniform 0 float4 2 0 0 0 if(sm>=4) uniform 0 uint4 2 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.1, 2.1, 3.1, 4.1) if(sm<4) uniform 0 float4 1 0 0 0 if(sm>=4) uniform 0 uint4 1 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.2, 2.2, 3.2, 4.2) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) % switch breaks within a loop [pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0f, 2.0f, 3.0f, 4.0f}; for (int i = 0; i < 4; ++i) { switch (v.x) { case 2: c += 1.0f; break; case 1: c -= 1.0f; break; default: case 0: break; } } return c; } [test] if(sm<4) uniform 0 float4 2 0 0 0 if(sm>=4) uniform 0 uint4 2 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0) % default case placement [pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0f, 2.0f, 3.0f, 4.0f}; switch (v.x) { case 2: c += 1.0f; break; case 1: c -= 1.0f; break; case 3: default: case 0: c += 3.0f; break; } return c; } [test] if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0) if(sm<4) uniform 0 float4 2 0 0 0 if(sm>=4) uniform 0 uint4 2 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (2.0, 3.0, 4.0, 5.0) if(sm<4) uniform 0 float4 3 0 0 0 if(sm>=4) uniform 0 uint4 3 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0) [pixel shader todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0f, 2.0f, 3.0f, 4.0f}; switch (v.x) { case 2: c += 1.0f; break; case 1: c -= 1.0f; break; case 3: default: break; case 0: c += 3.0f; break; } return c; } [test] if(sm<4) uniform 0 float4 3 0 0 0 if(sm>=4) uniform 0 uint4 3 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) if(sm<4) uniform 0 float4 0 0 0 0 if(sm>=4) uniform 0 uint4 0 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (4.0, 5.0, 6.0, 7.0) if(sm<4) uniform 0 float4 5 0 0 0 if(sm>=4) uniform 0 uint4 5 0 0 0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) % 'continue' is not supported in switches [pixel shader fail(sm<6)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; uint i, j; for (i = 0; i < v.z; i++) { switch (v.x) { case 0: c += 0.1f; continue; break; case 1: c += 0.2f; break; } } return c; } [pixel shader fail(sm<4) todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; uint i, j; for (i = 0; i < v.z; i++) { switch (v.x) { case 1: for (j = 0; j < v.z; j++) { c += 1.0f; if (v.w) continue; } break; case 0: c += 2.0f; break; } } return c; } [test] if(sm<4) uniform 0 float4 1 0 3 1 if(sm>=4) uniform 0 uint4 1 0 3 1 todo(glsl) draw quad probe (0, 0) rgba (10.0, 11.0, 12.0, 13.0) if(sm<4) uniform 0 float4 0 0 3 1 if(sm>=4) uniform 0 uint4 0 0 3 1 todo(glsl) draw quad probe (0, 0) rgba (7.0, 8.0, 9.0, 10.0) % return from a switch nested in a loop [pixel shader fail(sm<4) todo(sm<4)] uint4 v; float4 main() : sv_target { float4 c = {1.0, 2.0, 3.0, 4.0}; uint i, j; for (i = 0; i < v.z; i++) { switch (v.x) { case 0: c += 1.0f; break; case 1: c += 2.0f; return c; } c += 100.0f; } return c; } [test] if(sm<4) uniform 0 float4 0 0 3 1 if(sm>=4) uniform 0 uint4 0 0 3 1 todo(glsl) draw quad probe (0, 0) rgba (304.0, 305.0, 306.0, 307.0) if(sm<4) uniform 0 float4 1 0 3 1 if(sm>=4) uniform 0 uint4 1 0 3 1 todo(glsl) draw quad probe (0, 0) rgba (3.0, 4.0, 5.0, 6.0) [require] shader model >= 6.0 [pixel shader] uint64_t2 v; float4 main() : sv_target { // Need three cases because dxcompiler optimises two case values to a pair of vselect instructions. switch (v.x) { case 0: return 3.0; case 0x100000002: return 4.0; case 3: return 2.0; default: return 5.0; } } [test] uniform 0 uint64_t2 2 0 draw quad probe (0, 0) rgba (5.0, 5.0, 5.0, 5.0) uniform 0 uint64_t2 0x100000002 0 draw quad probe (0, 0) rgba (4.0, 4.0, 4.0, 4.0) uniform 0 uint64_t2 0 0 draw quad probe (0, 0) rgba (3.0, 3.0, 3.0, 3.0)