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https://github.com/baldurk/renderdoc.git
synced 2026-07-30 19:31:07 +00:00
Fix some switch statements missing breaks
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@@ -258,12 +258,12 @@ QString CommonPipelineState::GetShaderEntryPoint(ShaderStageType stage)
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{
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switch(stage)
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{
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case eShaderStage_Vertex: ret = m_Vulkan->VS.entryPoint;
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case eShaderStage_Tess_Control: ret = m_Vulkan->TCS.entryPoint;
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case eShaderStage_Tess_Eval: ret = m_Vulkan->TES.entryPoint;
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case eShaderStage_Geometry: ret = m_Vulkan->GS.entryPoint;
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case eShaderStage_Fragment: ret = m_Vulkan->FS.entryPoint;
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case eShaderStage_Compute: ret = m_Vulkan->CS.entryPoint;
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case eShaderStage_Vertex: ret = m_Vulkan->VS.entryPoint; break;
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case eShaderStage_Tess_Control: ret = m_Vulkan->TCS.entryPoint; break;
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case eShaderStage_Tess_Eval: ret = m_Vulkan->TES.entryPoint; break;
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case eShaderStage_Geometry: ret = m_Vulkan->GS.entryPoint; break;
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case eShaderStage_Fragment: ret = m_Vulkan->FS.entryPoint; break;
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case eShaderStage_Compute: ret = m_Vulkan->CS.entryPoint; break;
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default: break;
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}
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}
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@@ -342,12 +342,12 @@ QString CommonPipelineState::GetShaderName(ShaderStageType stage)
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{
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switch(stage)
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{
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case eShaderStage_Vertex: ret = m_D3D11->m_VS.ShaderName;
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case eShaderStage_Domain: ret = m_D3D11->m_DS.ShaderName;
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case eShaderStage_Hull: ret = m_D3D11->m_HS.ShaderName;
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case eShaderStage_Geometry: ret = m_D3D11->m_GS.ShaderName;
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case eShaderStage_Pixel: ret = m_D3D11->m_PS.ShaderName;
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case eShaderStage_Compute: ret = m_D3D11->m_CS.ShaderName;
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case eShaderStage_Vertex: ret = m_D3D11->m_VS.ShaderName; break;
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case eShaderStage_Domain: ret = m_D3D11->m_DS.ShaderName; break;
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case eShaderStage_Hull: ret = m_D3D11->m_HS.ShaderName; break;
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case eShaderStage_Geometry: ret = m_D3D11->m_GS.ShaderName; break;
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case eShaderStage_Pixel: ret = m_D3D11->m_PS.ShaderName; break;
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case eShaderStage_Compute: ret = m_D3D11->m_CS.ShaderName; break;
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default: break;
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}
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}
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@@ -355,12 +355,12 @@ QString CommonPipelineState::GetShaderName(ShaderStageType stage)
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{
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switch(stage)
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{
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case eShaderStage_Vertex: ret = QString(m_D3D12->PipelineName) + " VS";
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case eShaderStage_Domain: ret = QString(m_D3D12->PipelineName) + " DS";
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case eShaderStage_Hull: ret = QString(m_D3D12->PipelineName) + " HS";
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case eShaderStage_Geometry: ret = QString(m_D3D12->PipelineName) + " GS";
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case eShaderStage_Pixel: ret = QString(m_D3D12->PipelineName) + " PS";
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case eShaderStage_Compute: ret = QString(m_D3D12->PipelineName) + " CS";
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case eShaderStage_Vertex: ret = QString(m_D3D12->PipelineName) + " VS"; break;
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case eShaderStage_Domain: ret = QString(m_D3D12->PipelineName) + " DS"; break;
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case eShaderStage_Hull: ret = QString(m_D3D12->PipelineName) + " HS"; break;
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case eShaderStage_Geometry: ret = QString(m_D3D12->PipelineName) + " GS"; break;
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case eShaderStage_Pixel: ret = QString(m_D3D12->PipelineName) + " PS"; break;
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case eShaderStage_Compute: ret = QString(m_D3D12->PipelineName) + " CS"; break;
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default: break;
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}
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}
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@@ -368,12 +368,12 @@ QString CommonPipelineState::GetShaderName(ShaderStageType stage)
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{
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switch(stage)
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{
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case eShaderStage_Vertex: ret = m_GL->m_VS.ShaderName;
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case eShaderStage_Tess_Control: ret = m_GL->m_TCS.ShaderName;
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case eShaderStage_Tess_Eval: ret = m_GL->m_TES.ShaderName;
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case eShaderStage_Geometry: ret = m_GL->m_GS.ShaderName;
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case eShaderStage_Fragment: ret = m_GL->m_FS.ShaderName;
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case eShaderStage_Compute: ret = m_GL->m_CS.ShaderName;
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case eShaderStage_Vertex: ret = m_GL->m_VS.ShaderName; break;
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case eShaderStage_Tess_Control: ret = m_GL->m_TCS.ShaderName; break;
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case eShaderStage_Tess_Eval: ret = m_GL->m_TES.ShaderName; break;
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case eShaderStage_Geometry: ret = m_GL->m_GS.ShaderName; break;
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case eShaderStage_Fragment: ret = m_GL->m_FS.ShaderName; break;
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case eShaderStage_Compute: ret = m_GL->m_CS.ShaderName; break;
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default: break;
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}
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}
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@@ -381,12 +381,12 @@ QString CommonPipelineState::GetShaderName(ShaderStageType stage)
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{
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switch(stage)
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{
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case eShaderStage_Vertex: ret = m_Vulkan->VS.ShaderName;
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case eShaderStage_Domain: ret = m_Vulkan->TCS.ShaderName;
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case eShaderStage_Hull: ret = m_Vulkan->TES.ShaderName;
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case eShaderStage_Geometry: ret = m_Vulkan->GS.ShaderName;
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case eShaderStage_Pixel: ret = m_Vulkan->FS.ShaderName;
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case eShaderStage_Compute: ret = m_Vulkan->CS.ShaderName;
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case eShaderStage_Vertex: ret = m_Vulkan->VS.ShaderName; break;
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case eShaderStage_Domain: ret = m_Vulkan->TCS.ShaderName; break;
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case eShaderStage_Hull: ret = m_Vulkan->TES.ShaderName; break;
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case eShaderStage_Geometry: ret = m_Vulkan->GS.ShaderName; break;
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case eShaderStage_Pixel: ret = m_Vulkan->FS.ShaderName; break;
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case eShaderStage_Compute: ret = m_Vulkan->CS.ShaderName; break;
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default: break;
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}
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}
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