SL-9635 remove init of libatmosphere causing crashes on Intel HD
parent
4fe44b9033
commit
211ae97cbd
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@ -163,7 +163,7 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
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void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
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{
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if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders())
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if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
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{
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sky_shader->bind();
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@ -2105,31 +2105,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
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}
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// this shader uses gather so it can't live with the other basic shaders safely
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/*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
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{
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gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
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gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
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gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthV.glsl", GL_VERTEX_SHADER_ARB));
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gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
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success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
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}*/
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// this shader uses gather so it can't live with the other basic shaders safely
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/*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
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{
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gInscatterRectProgram.mName = "Inscatter Shader";
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gInscatterRectProgram.mShaderFiles.clear();
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gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB));
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gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB));
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gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
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llassert(gAtmosphere != nullptr);
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gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
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success = gInscatterRectProgram.createShader(NULL, NULL);
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llassert(success);
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}*/
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if (success)
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{
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gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
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@ -2139,7 +2114,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
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gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
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if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
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if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
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{
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gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
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}
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@ -2155,7 +2130,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
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gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
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gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
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gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
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if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
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if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
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{
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gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
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}
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@ -3537,11 +3512,14 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
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return TRUE;
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}
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#if USE_ADVANCED_ATMOSPHERICS
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// disabled until we can determine why low-end machines crash during this init...
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if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
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{
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// Prepare precomputed atmospherics textures using libatmosphere
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LLAtmosphere::initClass();
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}
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#endif
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if (success)
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{
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