Erik Faye-Lund writes:
> It seems to me like this is there to support non-ASCII identifiers and
> strings, but GLSL doesn't support either. I'm not able to come up with
> a conclusion here.
That's almost always the case with GLSL. The GLSL specification does
have its own section for character set
On Fri, Aug 8, 2014 at 12:29 AM, Carl Worth wrote:
> Erik Faye-Lund writes:
>> Note that '$' is a bit different, as it's not a part of the
>> preprocessor's character set, so using it might be interpreted as
>> undefined behavior.
>
> Right. That could easily go either way. Is the phrase "each
>
Erik Faye-Lund writes:
> On Tue, Aug 5, 2014 at 11:22 PM, Carl Worth wrote:
>
>> Now, what we could do if we were so inclined, would be to defer the
>> errors for illegal characters until they actually appeared in the
>> pre-processor output.
>
> What you describe here seems to actually be what t
On Tue, Aug 5, 2014 at 11:22 PM, Carl Worth wrote:
> Kenneth Graunke writes:
>> I agree that this is pretty bogus.
>
> I'm coming around to thinking it's totally bogus.
>
>> How about emitting a warning in the RETURN_TOKEN ('#') case?
>
> Thanks for the review, and thanks for suggesting the warni
Kenneth Graunke writes:
> I agree that this is pretty bogus.
I'm coming around to thinking it's totally bogus.
> How about emitting a warning in the RETURN_TOKEN ('#') case?
Thanks for the review, and thanks for suggesting the warning. I added
the warning, then decided it needed some additional
On Thursday, July 31, 2014 11:22:59 AM Carl Worth wrote:
> Strictly speaking, the GLSL specification only allows for the '#' to appear in
> a shader in two places:
>
> 1. To introduce a pre-processing directive
>
> In this case, the '#' must be the first character on a line after
>
On 01.08.2014 03:22, Carl Worth wrote:
> Strictly speaking, the GLSL specification only allows for the '#' to appear in
> a shader in two places:
>
> 1. To introduce a pre-processing directive
>
> In this case, the '#' must be the first character on a line after
> ignoring
Strictly speaking, the GLSL specification only allows for the '#' to appear in
a shader in two places:
1. To introduce a pre-processing directive
In this case, the '#' must be the first character on a line after
ignoring any comments and horizontal whitespace.