Mesa (master): glsl: skip stringification in preprocessor if in unreachable branch
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Wed Aug 29 23:52:10 UTC 2018
Module: Mesa
Branch: master
Commit: 28a3731e3f4688f98a909cddee261eceb47e3523
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=28a3731e3f4688f98a909cddee261eceb47e3523
Author: Timothy Arceri <tarceri at itsqueeze.com>
Date: Wed Aug 29 11:36:51 2018 +1000
glsl: skip stringification in preprocessor if in unreachable branch
This fixes compilation of some "No Mans Sky" shaders where the stringification
happens in branches intended for DX12.
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/compiler/glsl/glcpp/glcpp-lex.l | 6 ++++--
1 file changed, 4 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/glcpp/glcpp-lex.l b/src/compiler/glsl/glcpp/glcpp-lex.l
index 9cfcc12022..fe5845acd4 100644
--- a/src/compiler/glsl/glcpp/glcpp-lex.l
+++ b/src/compiler/glsl/glcpp/glcpp-lex.l
@@ -420,8 +420,10 @@ HEXADECIMAL_INTEGER 0[xX][0-9a-fA-F]+[uU]?
/* This will catch any non-directive garbage after a HASH */
<HASH>{NONSPACE} {
- BEGIN INITIAL;
- RETURN_TOKEN (GARBAGE);
+ if (!parser->skipping) {
+ BEGIN INITIAL;
+ RETURN_TOKEN (GARBAGE);
+ }
}
/* An identifier immediately followed by '(' */
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