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authorTimothy Arceri <[email protected]>2018-08-29 11:36:51 +1000
committerTimothy Arceri <[email protected]>2018-08-30 09:51:57 +1000
commit28a3731e3f4688f98a909cddee261eceb47e3523 (patch)
treedc8fccc619398b94fcac1b3ea81c71d931fcd54b /scripts
parent4738b6ac81422ad4498dc6554dae9d0170fcefc7 (diff)
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 <[email protected]>
Diffstat (limited to 'scripts')
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