Commit: 98f6f7bc78ed791c3b1582ed9c9c50abd8e1972e
Author: Clément Foucault
Date:   Fri Dec 14 16:53:32 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB98f6f7bc78ed791c3b1582ed9c9c50abd8e1972e

Fix T59182: Blender 2.8 win64 crashes on start

===================================================================

M       source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl

===================================================================

diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl 
b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 1b9b29b8ca2..5ce85dcd00d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -61,9 +61,13 @@ WB_Normal workbench_normal_encode(vec3 n)
 /* Encode 2 float into 1 with the desired precision. */
 float workbench_float_pair_encode(float v1, float v2)
 {
-       const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
-       const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
-       const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
+       // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
+       // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
+       // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
+       /* Same as above because some compiler are dumb af. and think we use 
mediump int.  */
+       const uint total_mask = 0xFFu;
+       const uint v1_mask = 0x1Fu;
+       const uint v2_mask = 0x7u;
        int iv1 = int(v1 * float(v1_mask));
        int iv2 = int(v2 * float(v2_mask)) << ROUGHNESS_BITS;
        return float(iv1 | iv2) * (1.0 / float(total_mask));
@@ -71,9 +75,13 @@ float workbench_float_pair_encode(float v1, float v2)
 
 void workbench_float_pair_decode(float data, out float v1, out float v2)
 {
-       const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
-       const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
-       const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
+       // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
+       // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
+       // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
+       /* Same as above because some compiler are dumb af. and think we use 
mediump int.  */
+       const uint total_mask = 0xFFu;
+       const uint v1_mask = 0x1Fu;
+       const uint v2_mask = 0x7u;
        uint idata = uint(data * float(total_mask));
        v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));
        v2 = float(idata >> ROUGHNESS_BITS) * (1.0 / float(v2_mask));

_______________________________________________
Bf-blender-cvs mailing list
[email protected]
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to