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@intel.com>
This commit is contained in:
Timothy Arceri
2018-08-29 11:36:51 +10:00
parent 4738b6ac81
commit 28a3731e3f

View File

@@ -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 '(' */