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wined3d: Enable SM4 support in the GLSL shader backend when possible.
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@ -4750,7 +4750,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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* are the same among all shader models. So to avoid code duplication set the shader version
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* specific, but otherwise constant caps here
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*/
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if (caps->VertexShaderVersion == 3)
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if (caps->VertexShaderVersion >= 3)
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{
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/* Where possible set the caps based on OpenGL extensions and if they
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* aren't set (in case of software rendering) use the VS 3.0 from
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@ -4787,7 +4787,7 @@ HRESULT CDECL wined3d_get_device_caps(const struct wined3d *wined3d, UINT adapte
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caps->MaxVertexShader30InstructionSlots = 0;
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}
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if (caps->PixelShaderVersion == 3)
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if (caps->PixelShaderVersion >= 3)
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{
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/* Where possible set the caps based on OpenGL extensions and if they
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* aren't set (in case of software rendering) use the PS 3.0 from
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@ -4913,9 +4913,15 @@ static void shader_glsl_context_destroyed(void *shader_priv, const struct wined3
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static void shader_glsl_get_caps(const struct wined3d_gl_info *gl_info, struct shader_caps *caps)
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{
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if (gl_info->supported[EXT_GPU_SHADER4] && gl_info->supported[ARB_GEOMETRY_SHADER4]
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&& gl_info->glsl_version >= MAKEDWORD_VERSION(1, 50))
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{
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caps->VertexShaderVersion = 4;
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caps->PixelShaderVersion = 4;
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}
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/* ARB_shader_texture_lod or EXT_gpu_shader4 is required for the SM3
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* texldd and texldl instructions. */
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if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
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else if (gl_info->supported[ARB_SHADER_TEXTURE_LOD] || gl_info->supported[EXT_GPU_SHADER4])
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{
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caps->VertexShaderVersion = 3;
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caps->PixelShaderVersion = 3;
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