vkd3d-shader/hlsl: Fix XOR assign operator lexing.

This commit is contained in:
Victor Chiletto 2024-05-20 14:18:04 -03:00 committed by Alexandre Julliard
parent d8d2414132
commit fa5708d3b5
Notes: Alexandre Julliard 2024-05-22 23:00:28 +02:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Elizabeth Figura (@zfigura)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/872
2 changed files with 3 additions and 3 deletions

View File

@ -191,7 +191,7 @@ while {return KW_WHILE; }
%= {return OP_MODASSIGN; }
&= {return OP_ANDASSIGN; }
\|= {return OP_ORASSIGN; }
^= {return OP_XORASSIGN; }
\^= {return OP_XORASSIGN; }
{IDENTIFIER} {
struct hlsl_ctx *ctx = yyget_extra(yyscanner);

View File

@ -96,7 +96,7 @@ float4 main() : SV_TARGET
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader todo(sm<6)]
[pixel shader]
float4 main() : SV_TARGET
{
int a = 0;
@ -113,7 +113,7 @@ float4 main() : SV_TARGET
}
[test]
todo(glsl|sm<6) draw quad
todo(glsl) draw quad
probe all rgba (0.0, 1.0, 1.0, 0.0)
[pixel shader]