Commit fca32385 authored by Nico Weber's avatar Nico Weber

Work on getting things built with -Wimplicit-fallthrough. This CL was uploaded by git cl split.

Bug: 177475
R=vollick@chromium.org

Cq-Include-Trybots: master.tryserver.chromium.android:android_optional_gpu_tests_rel
Change-Id: Ib6d33bcaf7f42728bd996b1e7bfac42033a293fd
Reviewed-on: https://chromium-review.googlesource.com/889786Reviewed-by: default avatarIan Vollick <vollick@chromium.org>
Cr-Commit-Position: refs/heads/master@{#532236}
parent c1f49ce3
...@@ -653,6 +653,7 @@ void GLHelperScaling::ConvertScalerOpsToScalerStages( ...@@ -653,6 +653,7 @@ void GLHelperScaling::ConvertScalerOpsToScalerStages(
switch (x_ops->size()) { switch (x_ops->size()) {
case 0: case 0:
NOTREACHED(); NOTREACHED();
break;
case 1: case 1:
if (x_ops->front().scale_factor == 3) { if (x_ops->front().scale_factor == 3) {
current_shader = SHADER_BILINEAR3; current_shader = SHADER_BILINEAR3;
......
...@@ -108,7 +108,7 @@ void ScopedRenderPassTexture::BindForSampling() { ...@@ -108,7 +108,7 @@ void ScopedRenderPassTexture::BindForSampling() {
DCHECK(context_provider_->ContextCapabilities().texture_npot); DCHECK(context_provider_->ContextCapabilities().texture_npot);
gl->GenerateMipmap(GL_TEXTURE_2D); gl->GenerateMipmap(GL_TEXTURE_2D);
mipmap_state_ = VALID; mipmap_state_ = VALID;
// fall-through FALLTHROUGH;
case VALID: case VALID:
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR_MIPMAP_LINEAR); GL_LINEAR_MIPMAP_LINEAR);
......
...@@ -348,7 +348,7 @@ std::string VertexShader::GetShaderString() const { ...@@ -348,7 +348,7 @@ std::string VertexShader::GetShaderString() const {
break; break;
case TEX_COORD_TRANSFORM_TRANSLATED_VEC4: case TEX_COORD_TRANSFORM_TRANSLATED_VEC4:
SRC("texCoord = texCoord + vec2(0.5);"); SRC("texCoord = texCoord + vec2(0.5);");
// Fall through... FALLTHROUGH;
case TEX_COORD_TRANSFORM_VEC4: case TEX_COORD_TRANSFORM_VEC4:
if (use_uniform_arrays_) { if (use_uniform_arrays_) {
HDR("uniform TexCoordPrecision vec4 vertexTexTransform[NUM_QUADS];"); HDR("uniform TexCoordPrecision vec4 vertexTexTransform[NUM_QUADS];");
......
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