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vkd3d-shader/hlsl: Fix XOR assign operator lexing.
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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
@ -191,7 +191,7 @@ while {return KW_WHILE; }
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%= {return OP_MODASSIGN; }
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&= {return OP_ANDASSIGN; }
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\|= {return OP_ORASSIGN; }
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^= {return OP_XORASSIGN; }
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\^= {return OP_XORASSIGN; }
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{IDENTIFIER} {
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struct hlsl_ctx *ctx = yyget_extra(yyscanner);
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@ -96,7 +96,7 @@ float4 main() : SV_TARGET
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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[pixel shader todo(sm<6)]
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[pixel shader]
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float4 main() : SV_TARGET
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{
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int a = 0;
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@ -113,7 +113,7 @@ float4 main() : SV_TARGET
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}
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[test]
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todo(glsl|sm<6) draw quad
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todo(glsl) draw quad
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probe all rgba (0.0, 1.0, 1.0, 0.0)
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[pixel shader]
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