#include <stdio.h>
#include <inttypes.h>
+#include "util/compiler.h"
#include "util/u_debug.h"
#include "util/u_memory.h"
#include "util/u_string.h"
p += 3;
continue;
}
- /* fallthrough */
+ FALLTHROUGH;
default:
count ++;
}
#include "pipe/p_defines.h"
#include "pipe/p_state.h"
#include "pipe/p_shader_tokens.h"
+#include "util/compiler.h"
#include "util/u_debug.h"
#include "util/u_dump.h"
#include "util/u_memory.h"
break;
case PIPE_TEX_MIPFILTER_NEAREST:
*lod_fpart = lp_build_round(&bld->lodf_bld, *lod_fpart);
- /* fallthrough */
+ FALLTHROUGH;
case PIPE_TEX_MIPFILTER_LINEAR:
*lod_fpart = lp_build_clamp(&bld->lodf_bld, *lod_fpart,
bld->lodf_bld.zero, last_level);
**************************************************************************/
+#include "util/compiler.h"
#include "util/u_memory.h"
#include "util/u_math.h"
#include "tgsi/tgsi_parse.h"
/* XXX: Are there more cases? */
memset(&ctx->temp, 0, sizeof ctx->temp);
memset(&info->output, 0, sizeof info->output);
+ FALLTHROUGH;
default:
break;
}
switch (inst->Texture.Texture) {
case TGSI_TEXTURE_1D_ARRAY:
layer_coord = 1;
- /* fallthrough */
+ FALLTHROUGH;
case TGSI_TEXTURE_1D:
num_offsets = 1;
num_derivs = 1;
break;
case TGSI_TEXTURE_2D_ARRAY:
layer_coord = 2;
- /* fallthrough */
+ FALLTHROUGH;
case TGSI_TEXTURE_2D:
case TGSI_TEXTURE_RECT:
num_offsets = 2;
break;
case TGSI_TEXTURE_SHADOW1D_ARRAY:
layer_coord = 1;
- /* fallthrough */
+ FALLTHROUGH;
case TGSI_TEXTURE_SHADOW1D:
shadow_coord = 2;
num_offsets = 1;