_linters/src/honnef.co/go/tools/ssa/builder.go
func (b *builder) switchStmt(fn *Function, s *ast.SwitchStmt, label *lblock) {
	// We treat SwitchStmt like a sequential if-else chain.
	// Multiway dispatch can be recovered later by ssautil.Switches()
	// to those cases that are free of side effects.
	if s.Init != nil {
		b.stmt(fn, s.Init)
	}
	var tag Value = vTrue
	if s.Tag != nil {
		tag = b.expr(fn, s.Tag)
	}
	done := fn.newBasicBlock("switch.done")
	if label != nil {
		label._break = done
	}
	// We pull the default case (if present) down to the end.
	// But each fallthrough label must point to the next
	// body block in source order, so we preallocate a
	// body block (fallthru) for the next case.
	// Unfortunately this makes for a confusing block order.
	var dfltBody *[]ast.Stmt
	var dfltFallthrough *BasicBlock
	var fallthru, dfltBlock *BasicBlock
	ncases := len(s.Body.List)
	for i, clause := range s.Body.List {
		body := fallthru
		if body == nil {
			body = fn.newBasicBlock("switch.body") // first case only
		}

		// Preallocate body block for the next case.
		fallthru = done
		if i+1 < ncases {
			fallthru = fn.newBasicBlock("switch.body")
		}

		cc := clause.(*ast.CaseClause)
		if cc.List == nil {
			// Default case.
			dfltBody = &cc.Body
			dfltFallthrough = fallthru
			dfltBlock = body
			continue
		}

		var nextCond *BasicBlock
		for _, cond := range cc.List {
			nextCond = fn.newBasicBlock("switch.next")
			// TODO(adonovan): opt: when tag==vTrue, we'd
			// get better code if we use b.cond(cond)
			// instead of BinOp(EQL, tag, b.expr(cond))
			// followed by If.  Don't forget conversions
			// though.
			cond := emitCompare(fn, token.EQL, tag, b.expr(fn, cond), cond.Pos())
			emitIf(fn, cond, body, nextCond)
			fn.currentBlock = nextCond
		}
		fn.currentBlock = body
		fn.targets = &targets{
			tail:         fn.targets,
			_break:       done,
			_fallthrough: fallthru,
		}
		b.stmtList(fn, cc.Body)
		fn.targets = fn.targets.tail
		emitJump(fn, done)
		fn.currentBlock = nextCond
	}
	if dfltBlock != nil {
		emitJump(fn, dfltBlock)
		fn.currentBlock = dfltBlock
		fn.targets = &targets{
			tail:         fn.targets,
			_break:       done,
			_fallthrough: dfltFallthrough,
		}
		b.stmtList(fn, *dfltBody)
		fn.targets = fn.targets.tail
	}
	emitJump(fn, done)
	fn.currentBlock = done
}
func (b *builder) switchStmt(fn *Function, s *ast.SwitchStmt, label *lblock) {
	// We treat SwitchStmt like a sequential if-else chain.
	// Multiway dispatch can be recovered later by ssautil.Switches()
	// to those cases that are free of side effects.
	if s.Init != nil {
		b.stmt(fn, s.Init)
	}
	var tag Value = vTrue
	if s.Tag != nil {
		tag = b.expr(fn, s.Tag)
	}
	done := fn.newBasicBlock("switch.done")
	if label != nil {
		label._break = done
	}
	// We pull the default case (if present) down to the end.
	// But each fallthrough label must point to the next
	// body block in source order, so we preallocate a
	// body block (fallthru) for the next case.
	// Unfortunately this makes for a confusing block order.
	var dfltBody *[]ast.Stmt
	var dfltFallthrough *BasicBlock
	var fallthru, dfltBlock *BasicBlock
	ncases := len(s.Body.List)
	for i, clause := range s.Body.List {
		body := fallthru
		if body == nil {
			body = fn.newBasicBlock("switch.body") // first case only
		}

		// Preallocate body block for the next case.
		fallthru = done
		if i+1 < ncases {
			fallthru = fn.newBasicBlock("switch.body")
		}

		cc := clause.(*ast.CaseClause)
		if cc.List == nil {
			// Default case.
			dfltBody = &cc.Body
			dfltFallthrough = fallthru
			dfltBlock = body
			continue
		}

		var nextCond *BasicBlock
		for _, cond := range cc.List {
			nextCond = fn.newBasicBlock("switch.next")
			// TODO(adonovan): opt: when tag==vTrue, we'd
			// get better code if we use b.cond(cond)
			// instead of BinOp(EQL, tag, b.expr(cond))
			// followed by If.  Don't forget conversions
			// though.
			cond := emitCompare(fn, token.EQL, tag, b.expr(fn, cond), cond.Pos())
			emitIf(fn, cond, body, nextCond)
			fn.currentBlock = nextCond
		}
		fn.currentBlock = body
		fn.targets = &targets{
			tail:         fn.targets,
			_break:       done,
			_fallthrough: fallthru,
		}
		b.stmtList(fn, cc.Body)
		fn.targets = fn.targets.tail
		emitJump(fn, done)
		fn.currentBlock = nextCond
	}
	if dfltBlock != nil {
		emitJump(fn, dfltBlock)
		fn.currentBlock = dfltBlock
		fn.targets = &targets{
			tail:         fn.targets,
			_break:       done,
			_fallthrough: dfltFallthrough,
		}
		b.stmtList(fn, *dfltBody)
		fn.targets = fn.targets.tail
	}
	emitJump(fn, done)
	fn.currentBlock = done
}
// switchStmt emits to fn code for the switch statement s, optionally
// labelled by label.
//