[Mesa-dev] [PATCH] glsl: skip stringification in preprocessor if in unreachable branch
Timothy Arceri
tarceri at itsqueeze.com
Wed Aug 29 01:36:51 UTC 2018
This fixes compilation of some "No Mans Sky" shaders where the stringification
happens in branches intended for DX12.
---
Piglit tests: https://patchwork.freedesktop.org/series/48850/
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 9cfcc120222..fe5845acd4e 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 '(' */
--
2.17.1
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