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 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev