Fix switch statements in loops.

Switch statements were resetting the 'enable' execution mask stack to
all lanes, which caused us to execute the switch operations even for
lanes that were already done looping.

Change-Id: Ie5a525e8de8d5e61d4c61bcee81bd81fa862d917
Reviewed-on: https://swiftshader-review.googlesource.com/15828
Tested-by: Nicolas Capens <nicolascapens@google.com>
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
diff --git a/src/Renderer/PixelProcessor.hpp b/src/Renderer/PixelProcessor.hpp
index f248cd5..1954610 100644
--- a/src/Renderer/PixelProcessor.hpp
+++ b/src/Renderer/PixelProcessor.hpp
@@ -34,8 +34,8 @@
 
 			int shaderID;
 
-			bool depthOverride                        : 1;   // FIXME: Eliminate by querying shader.
-			bool shaderContainsKill                   : 1;   // FIXME: Eliminate by querying shader.
+			bool depthOverride                        : 1;   // TODO: Eliminate by querying shader.
+			bool shaderContainsKill                   : 1;   // TODO: Eliminate by querying shader.
 
 			DepthCompareMode depthCompareMode         : BITS(DEPTH_LAST);
 			AlphaCompareMode alphaCompareMode         : BITS(ALPHA_LAST);