Fix nested break/return in shader switch statement

This commit is contained in:
Yuri Roubinsky 2020-01-10 11:57:56 +03:00
parent e7b7dc57fc
commit 1e154e0947

View file

@ -4542,8 +4542,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
}
p_block->statements.push_back(flow);
if (p_block->block_type == BlockNode::BLOCK_TYPE_CASE || p_block->block_type == BlockNode::BLOCK_TYPE_DEFAULT) {
return OK;
BlockNode *block = p_block;
while (block) {
if (block->block_type == BlockNode::BLOCK_TYPE_CASE || block->block_type == BlockNode::BLOCK_TYPE_DEFAULT) {
return OK;
}
block = block->parent_block;
}
} else if (tk.type == TK_CF_DISCARD) {
@ -4591,8 +4596,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const Map<StringName, Bui
}
p_block->statements.push_back(flow);
if (p_block->block_type == BlockNode::BLOCK_TYPE_CASE || p_block->block_type == BlockNode::BLOCK_TYPE_DEFAULT) {
return OK;
BlockNode *block = p_block;
while (block) {
if (block->block_type == BlockNode::BLOCK_TYPE_CASE || block->block_type == BlockNode::BLOCK_TYPE_DEFAULT) {
return OK;
}
block = block->parent_block;
}
} else if (tk.type == TK_CF_CONTINUE) {