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wined3d: Shader caps fix - code relocation.
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@ -1696,6 +1696,16 @@ HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter, WINED3D
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*pCaps->MaxStreams = MAX_STREAMS;
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*pCaps->MaxStreamStride = 1024;
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/* Determine shader mode to use based on GL caps */
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if (GL_SUPPORT(ARB_SHADING_LANGUAGE_100) && wined3d_settings.glslRequested
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&& (wined3d_settings.vs_mode == VS_HW || wined3d_settings.ps_mode == PS_HW))
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wined3d_settings.shader_mode = SHADER_GLSL;
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else if ((GL_SUPPORT(ARB_VERTEX_PROGRAM) && wined3d_settings.vs_mode == VS_HW) ||
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(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && wined3d_settings.ps_mode == PS_HW))
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wined3d_settings.shader_mode = SHADER_ARB;
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else
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wined3d_settings.shader_mode = SHADER_SW;
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if (wined3d_settings.vs_mode == VS_HW && wined3d_settings.shader_mode == SHADER_GLSL
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&& DeviceType != WINED3DDEVTYPE_REF) {
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*pCaps->VertexShaderVersion = D3DVS_VERSION(3,0);
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@ -1846,16 +1856,6 @@ HRESULT WINAPI IWineD3DImpl_CreateDevice(IWineD3D *iface, UINT Adapter, WINED3
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IWineD3DImpl_FillGLCaps(&This->gl_info, IWineD3DImpl_GetAdapterDisplay(iface, Adapter));
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LEAVE_GL();
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/* Determine shader mode to use based on GL caps */
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if (GL_SUPPORT(ARB_SHADING_LANGUAGE_100) && wined3d_settings.glslRequested
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&& (wined3d_settings.vs_mode == VS_HW || wined3d_settings.ps_mode == PS_HW))
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wined3d_settings.shader_mode = SHADER_GLSL;
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else if ((GL_SUPPORT(ARB_VERTEX_PROGRAM) && wined3d_settings.vs_mode == VS_HW) ||
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(GL_SUPPORT(ARB_FRAGMENT_PROGRAM) && wined3d_settings.ps_mode == PS_HW))
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wined3d_settings.shader_mode = SHADER_ARB;
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else
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wined3d_settings.shader_mode = SHADER_SW;
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/* set the state of the device to valid */
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object->state = WINED3D_OK;
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