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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