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authorVlad Golovkin <[email protected]>2018-04-19 23:08:01 +0300
committerTimothy Arceri <[email protected]>2018-04-24 09:55:05 +1000
commit1ff1dc1c631b97430b46dc84f5806e13ea4c524f (patch)
treed6e3b43a24b4a29d6528731a9e8399de70a1b482 /.gitignore
parent295f57e09a8b67da07dd96609591dc5144031a62 (diff)
glsl/glcpp: Handle hex constants with 0X prefix
GLSL 4.6 spec describes hex constant as: hexadecimal-constant: 0x hexadecimal-digit 0X hexadecimal-digit hexadecimal-constant hexadecimal-digit Right now if you have a shader with the following structure: #if 0X1 // or any hex number with the 0X prefix // some code #endif the code between #if and #endif gets removed because the checking is performed only for "0x" prefix which results in strtoll being called with the base 8 and after encountering the 'X' char the strtoll returns 0. Letting strtoll detect the base makes this limitation go away and also makes code easier to read. From the strtoll Linux man page: "If base is zero or 16, the string may then include a "0x" prefix, and the number will be read in base 16; otherwise, a zero base is taken as 10 (decimal) unless the next character is '0', in which case it is taken as 8 (octal)." This matches the behaviour in the GLSL spec. This patch also adds a test for uppercase hex prefix. Reviewed-by: Timothy Arceri <[email protected]>
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