Andrew Talbot : d3dcompiler_43: Mark fall-throughs in switch statement.
Alexandre Julliard
julliard at winehq.org
Mon Sep 26 16:15:12 CDT 2011
Module: wine
Branch: master
Commit: 5c7ba2c330deb395a0aaa9c510809d70450d2dcb
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5c7ba2c330deb395a0aaa9c510809d70450d2dcb
Author: Andrew Talbot <andrew.talbot at talbotville.com>
Date: Sat Sep 24 16:28:35 2011 +0100
d3dcompiler_43: Mark fall-throughs in switch statement.
---
dlls/d3dcompiler_43/asmparser.c | 7 +++++++
1 files changed, 7 insertions(+), 0 deletions(-)
diff --git a/dlls/d3dcompiler_43/asmparser.c b/dlls/d3dcompiler_43/asmparser.c
index ee4ba18..4d71237 100644
--- a/dlls/d3dcompiler_43/asmparser.c
+++ b/dlls/d3dcompiler_43/asmparser.c
@@ -1327,12 +1327,19 @@ static void gen_oldvs_output(struct bwriter_shader *shader) {
static void gen_oldps_input(struct bwriter_shader *shader, DWORD texcoords) {
switch(texcoords) {
case 8: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 7, 0, FALSE, T7_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
+ /* fall through */
case 7: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 6, 0, FALSE, T6_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
+ /* fall through */
case 6: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 5, 0, FALSE, T5_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
+ /* fall through */
case 5: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 4, 0, FALSE, T4_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
+ /* fall through */
case 4: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 3, 0, FALSE, T3_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
+ /* fall through */
case 3: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 2, 0, FALSE, T2_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
+ /* fall through */
case 2: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 1, 0, FALSE, T1_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
+ /* fall through */
case 1: record_declaration(shader, BWRITERDECLUSAGE_TEXCOORD, 0, 0, FALSE, T0_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
};
record_declaration(shader, BWRITERDECLUSAGE_COLOR, 0, 0, FALSE, C0_VARYING, BWRITERSP_WRITEMASK_ALL, TRUE);
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