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wined3d: Move the GLSL registry check again.
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@ -1733,6 +1733,16 @@ HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_P
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}
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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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/* Initialize the current view state */
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This->modelview_valid = 1;
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This->proj_valid = 0;
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@ -1696,16 +1696,6 @@ 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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