SL-9635 remove init of libatmosphere causing crashes on Intel HD

meow-7.2.2
Graham Linden 2018-09-12 20:15:23 +01:00
parent 4fe44b9033
commit 211ae97cbd
2 changed files with 6 additions and 28 deletions

View File

@ -163,7 +163,7 @@ void LLDrawPoolWLSky::renderDome(const LLVector3& camPosLocal, F32 camHeightLoca
void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 camHeightLocal) const
{
if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders())
if (gPipeline.useAdvancedAtmospherics() && gPipeline.canUseWindLightShaders() && gAtmosphere)
{
sky_shader->bind();

View File

@ -2105,31 +2105,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
success = gDeferredPostNoDoFProgram.createShader(NULL, NULL);
}
// this shader uses gather so it can't live with the other basic shaders safely
/*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
{
gDownsampleMinMaxDepthRectProgram.mName = "DownsampleMinMaxDepthRect Shader";
gDownsampleMinMaxDepthRectProgram.mShaderFiles.clear();
gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthV.glsl", GL_VERTEX_SHADER_ARB));
gDownsampleMinMaxDepthRectProgram.mShaderFiles.push_back(make_pair("windlight/downsampleMinMaxDepthRectF.glsl", GL_FRAGMENT_SHADER_ARB));
gDownsampleMinMaxDepthRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
success = gDownsampleMinMaxDepthRectProgram.createShader(NULL, NULL);
}*/
// this shader uses gather so it can't live with the other basic shaders safely
/*if (success && (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3))
{
gInscatterRectProgram.mName = "Inscatter Shader";
gInscatterRectProgram.mShaderFiles.clear();
gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoV.glsl", GL_VERTEX_SHADER_ARB));
gInscatterRectProgram.mShaderFiles.push_back(make_pair("windlight/advancedAtmoF.glsl", GL_FRAGMENT_SHADER_ARB));
gInscatterRectProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
llassert(gAtmosphere != nullptr);
gInscatterRectProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
success = gInscatterRectProgram.createShader(NULL, NULL);
llassert(success);
}*/
if (success)
{
gDeferredWLSkyProgram.mName = "Deferred Windlight Sky Shader";
@ -2139,7 +2114,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLSkyProgram.mShaderFiles.push_back(make_pair("deferred/skyF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLSkyProgram.mShaderLevel = mVertexShaderLevel[SHADER_WINDLIGHT];
gDeferredWLSkyProgram.mShaderGroup = LLGLSLShader::SG_SKY;
if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
{
gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
}
@ -2155,7 +2130,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
gDeferredWLCloudProgram.mShaderFiles.push_back(make_pair("deferred/cloudsF.glsl", GL_FRAGMENT_SHADER_ARB));
gDeferredWLCloudProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
gDeferredWLCloudProgram.mShaderGroup = LLGLSLShader::SG_SKY;
if (mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
if (gAtmosphere && mVertexShaderLevel[SHADER_WINDLIGHT] >= 3)
{
gDeferredWLSkyProgram.mExtraLinkObject = gAtmosphere->getAtmosphericShaderForLink();
}
@ -3537,11 +3512,14 @@ BOOL LLViewerShaderMgr::loadShadersWindLight()
return TRUE;
}
#if USE_ADVANCED_ATMOSPHERICS
// disabled until we can determine why low-end machines crash during this init...
if (mVertexShaderLevel[SHADER_WINDLIGHT] > 1)
{
// Prepare precomputed atmospherics textures using libatmosphere
LLAtmosphere::initClass();
}
#endif
if (success)
{