diff --git a/indra/llrender/llgl.cpp b/indra/llrender/llgl.cpp index 9967c23ce8fec05db3d83cf2200be0bacb03e23e..54294890757b01ea1381c9facc35b0219cb20685 100644 --- a/indra/llrender/llgl.cpp +++ b/indra/llrender/llgl.cpp @@ -445,7 +445,9 @@ LLGLManager::LLGLManager() : mIsGFFX(FALSE), mATIOffsetVerticalLines(FALSE), mATIOldDriver(FALSE), - +#if LL_DARWIN + mIsMobileGF(FALSE), +#endif mHasRequirements(TRUE), mHasSeparateSpecularColor(FALSE), @@ -637,6 +639,13 @@ bool LLGLManager::initGL() { mIsGF3 = TRUE; } +#if LL_DARWIN + else if ((mGLRenderer.find("9400M") != std::string::npos) + || (mGLRenderer.find("9600M") != std::string::npos)) + { + mIsMobileGF = TRUE; + } +#endif } else if (mGLVendor.find("INTEL") != std::string::npos diff --git a/indra/llrender/llgl.h b/indra/llrender/llgl.h index 1e921d1e97ccdc3d49e0472a42ccd45f4af2a541..767d49cbf2c92723dc6e19b423e9f08c3064482a 100644 --- a/indra/llrender/llgl.h +++ b/indra/llrender/llgl.h @@ -128,6 +128,11 @@ class LLGLManager BOOL mATIOffsetVerticalLines; BOOL mATIOldDriver; +#if LL_DARWIN + // Needed to distinguish problem cards on older Macs that break with Materials + BOOL mIsMobileGF; +#endif + // Whether this version of GL is good enough for SL to use BOOL mHasRequirements; diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 286152867f5e4b4cbc540c4015d261796809f6f6..ce066d85f1d62e4003bb9a2a32a3ea74cae36866 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -783,9 +783,6 @@ BOOL LLViewerShaderMgr::loadBasicShaders() // Load basic dependency shaders first // All of these have to load for any shaders to function -#if LL_DARWIN // Mac can't currently handle all 8 lights, - S32 sum_lights_class = 2; -#else S32 sum_lights_class = 3; // class one cards will get the lower sum lights @@ -796,14 +793,21 @@ BOOL LLViewerShaderMgr::loadBasicShaders() { sum_lights_class = 2; } -#endif // If we have sun and moon only checked, then only sum those lights. if (gPipeline.getLightingDetail() == 0) { sum_lights_class = 1; } - + +#if LL_DARWIN + // Work around driver crashes on older Macs when using deferred rendering + // NORSPEC-59 + // + if (gGLManager.mIsMobileGF) + sum_lights_class = 3; +#endif + // Use the feature table to mask out the max light level to use. Also make sure it's at least 1. S32 max_light_class = gSavedSettings.getS32("RenderShaderLightingMaxLevel"); sum_lights_class = llclamp(sum_lights_class, 1, max_light_class);