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>
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@@ -420,8 +420,10 @@ HEXADECIMAL_INTEGER 0[xX][0-9a-fA-F]+[uU]?
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/* This will catch any non-directive garbage after a HASH */
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/* This will catch any non-directive garbage after a HASH */
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<HASH>{NONSPACE} {
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<HASH>{NONSPACE} {
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if (!parser->skipping) {
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BEGIN INITIAL;
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BEGIN INITIAL;
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RETURN_TOKEN (GARBAGE);
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RETURN_TOKEN (GARBAGE);
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}
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}
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}
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/* An identifier immediately followed by '(' */
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/* An identifier immediately followed by '(' */
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