switch

switch Statements and Fallthrough Rules

switch selects on an i32 or u32. Each case lists constant selectors (default may join a list), and each clause is a braced block:

Mapping BookNest genres to shelf sectionsJavaScript
// out: 6 x u32
@group(0) @binding(0) var<storage, read_write> out: array<u32>;
const genre = array(0u, 1u, 2u, 3u, 1u, 5u);   // Fiction, Technology, Cooking, Travel, ...
@compute @workgroup_size(1) fn main() {
  for (var i = 0u; i < 6; i++) {
    switch genre[i] {
      case 0u, 1u: { out[i] = 10; }             // several selectors, one clause
      case 2u { out[i] = 20; }                  // the colon is optional
      case default, 3u: { out[i] = 99; }
    }
  }
}
Output
out: 10, 10, 20, 99, 10, 99

There is no fallthrough: a clause ends at its closing brace, no break needed. WGSL's fallthrough statement was removed in August 2022 (gpuweb pull request 3315) and now fails to parse ("expected '}' for case statement"); list selectors together instead. Duplicates fail too: case 1, 1 gave "duplicate switch case '1'".

A WGSL switch maps six genres to shelf sections, and the render pass shelves each book by the resultHTMLLive
<!doctype html>
<style>
  body { margin: 0; background: #f7f4ee; font: 14px system-ui, sans-serif; }
  .stage { position: relative; width: 100%; max-width: 600px; }
  .stage canvas { display: block; width: 100%; }
  .stage canvas + canvas { position: absolute; inset: 0; pointer-events: none; }
</style>
<div class="stage">
  <canvas id="view" width="600" height="340"></canvas>
  <canvas id="labels" width="600" height="340"></canvas>
</div>
<script>
const canvas = document.getElementById('view');
const ink = document.getElementById('labels').getContext('2d');

function showMessage(text) {                     // 2D fallback when WebGPU is missing
  const ctx = canvas.getContext('2d');
  ctx.fillStyle = '#fbeaea'; ctx.fillRect(0, 0, canvas.width, canvas.height);
  ctx.fillStyle = '#8a2b2b'; ctx.font = '18px system-ui, sans-serif'; ctx.textAlign = 'center';
  ctx.fillText(text, canvas.width / 2, canvas.height / 2);
}
function label(text, x, y, size = 12, color = '#2b2b2b', align = 'left', weight = '', font = 'system-ui, sans-serif') {
  ink.font = `${weight} ${size}px ${font}`; ink.fillStyle = color; ink.textAlign = align; ink.fillText(text, x, y);
}

const genres = ['Fiction', 'Technology', 'Cooking', 'Travel', 'Technology', 'Poetry'];
const lab = /* wgsl */ `
@group(0) @binding(0) var<storage, read_write> out: array<u32>;
const genre = array(0u, 1u, 2u, 3u, 1u, 5u);   // Fiction, Technology, Cooking, Travel, ...
@compute @workgroup_size(1) fn main() {
  for (var i = 0u; i < 6; i++) {
    switch genre[i] {
      case 0u, 1u: { out[i] = 10; }             // several selectors, one clause
      case 2u { out[i] = 20; }                  // the colon is optional
      case default, 3u: { out[i] = 99; }
    }
  }
}`;
// The vertex shader reads each book's section number and puts it on that shelf.
const view = /* wgsl */ `
@group(0) @binding(0) var<storage> section: array<u32>;
struct Out { @builtin(position) pos: vec4f, @location(0) color: vec3f }
@vertex fn vs(@builtin(vertex_index) v: u32, @builtin(instance_index) i: u32) -> Out {
  let q = vec2f(f32(v & 1), f32(v >> 1));
  if (i >= 6) {                                            // three planks
    let y = 110 + f32(i - 6) * 100;
    let px = vec2f(170 + q.x * 410, y + q.y * 8);
    return Out(vec4f(px.x / 300 - 1, 1 - px.y / 170, 0, 1), vec3f(0.55, 0.38, 0.22));
  }
  var shelf = 2u;
  switch section[i] {
    case 10u: { shelf = 0u; }
    case 20u: { shelf = 1u; }
    default: { shelf = 2u; }
  }
  let px = vec2f(190 + f32(i) * 64 + q.x * 40, 110 + f32(shelf) * 100 - q.y * (60 + f32(i % 3) * 8));
  let tints = array(vec3f(.12, .37, .55), vec3f(.36, .25, .60), vec3f(.88, .60, .06),
                    vec3f(.25, .49, .23), vec3f(.71, .27, .18), vec3f(.16, .62, .56));
  return Out(vec4f(px.x / 300 - 1, 1 - px.y / 170, 0, 1), tints[i]);
}
@fragment fn fs(in: Out) -> @location(0) vec4f { return vec4f(in.color, 1); }`;

async function main() {
  const adapter = await navigator.gpu?.requestAdapter();
  if (!adapter) return showMessage('WebGPU is not available in this browser');
  const device = await adapter.requestDevice();
  const context = canvas.getContext('webgpu');
  const format = navigator.gpu.getPreferredCanvasFormat();
  context.configure({ device, format });

  device.pushErrorScope('validation');             // the removed fallthrough statement, kept quiet
  const fall = await device.createShaderModule({ code: 'fn f(x: u32) { switch x { case 1u: { fallthrough; } default: {} } }' }).getCompilationInfo();
  await device.popErrorScope();

  const B = GPUBufferUsage;
  const out = device.createBuffer({ size: 24, usage: B.STORAGE | B.COPY_SRC });
  const read = device.createBuffer({ size: 24, usage: B.COPY_DST | B.MAP_READ });
  const compute = device.createComputePipeline({ layout: 'auto', compute: { module: device.createShaderModule({ code: lab }) } });
  const module = device.createShaderModule({ code: view });
  const render = device.createRenderPipeline({ layout: 'auto', primitive: { topology: 'triangle-strip' },
    vertex: { module }, fragment: { module, targets: [{ format }] } });

  const encoder = device.createCommandEncoder();
  const cp = encoder.beginComputePass();
  cp.setPipeline(compute);
  cp.setBindGroup(0, device.createBindGroup({ layout: compute.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: out } }] }));
  cp.dispatchWorkgroups(1);
  cp.end();
  const pass = encoder.beginRenderPass({ colorAttachments: [{ view: context.getCurrentTexture().createView(),
    clearValue: [0.97, 0.96, 0.93, 1], loadOp: 'clear', storeOp: 'store' }] });
  pass.setPipeline(render);
  pass.setBindGroup(0, device.createBindGroup({ layout: render.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer: out } }] }));
  pass.draw(4, 9);                                   // six books and three planks
  pass.end();
  encoder.copyBufferToBuffer(out, 0, read, 0, 24);
  device.queue.submit([encoder.finish()]);
  await read.mapAsync(GPUMapMode.READ);
  const section = new Uint32Array(read.getMappedRange().slice(0));
  read.unmap();

  label('case 0u, 1u  ->  10', 12, 100, 12, '#222', 'left', 'bold', 'ui-monospace, monospace');
  label('case 2u      ->  20', 12, 200, 12, '#222', 'left', 'bold', 'ui-monospace, monospace');
  label('default, 3u  ->  99', 12, 300, 12, '#222', 'left', 'bold', 'ui-monospace, monospace');
  genres.forEach((g, i) => {
    const shelf = section[i] === 10 ? 0 : section[i] === 20 ? 1 : 2;
    label(g, 210 + i * 64, 128 + shelf * 100, 10.5, '#333', 'center');
  });
  const e = fall.messages.find((m) => m.type === 'error');
  label(`fallthrough; was removed in 2022: "${e ? e.message : 'accepted?'}"`, 12, 22, 11.5, '#8a2b2b');
}
main();
</script>