glsl: skip stringification in preprocessor if in unreachable branch
authorTimothy Arceri <tarceri@itsqueeze.com>
Wed, 29 Aug 2018 01:36:51 +0000 (11:36 +1000)
committerTimothy Arceri <tarceri@itsqueeze.com>
Wed, 29 Aug 2018 23:51:57 +0000 (09:51 +1000)
commit28a3731e3f4688f98a909cddee261eceb47e3523
treedc8fccc619398b94fcac1b3ea81c71d931fcd54b
parent4738b6ac81422ad4498dc6554dae9d0170fcefc7
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>
src/compiler/glsl/glcpp/glcpp-lex.l