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wined3d: Print the correct pixel/vertex shader version in a debug trace.
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@ -2374,7 +2374,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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*pCaps->VertexShaderVersion = WINED3DVS_VERSION(2,0);
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else
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*pCaps->VertexShaderVersion = WINED3DVS_VERSION(3,0);
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TRACE_(d3d_caps)("Hardware vertex shader version 3.0 enabled (GLSL)\n");
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TRACE_(d3d_caps)("Hardware vertex shader version %d.%d enabled (GLSL)\n", (*pCaps->VertexShaderVersion >> 8) & 0xff, *pCaps->VertexShaderVersion & 0xff);
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} else if (vs_selected_mode == SHADER_ARB) {
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*pCaps->VertexShaderVersion = WINED3DVS_VERSION(1,1);
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TRACE_(d3d_caps)("Hardware vertex shader version 1.1 enabled (ARB_PROGRAM)\n");
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@ -2414,7 +2414,7 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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* offer a way to query this.
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*/
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*pCaps->PixelShader1xMaxValue = 8.0;
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TRACE_(d3d_caps)("Hardware pixel shader version 3.0 enabled (GLSL)\n");
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TRACE_(d3d_caps)("Hardware pixel shader version %d.%d enabled (GLSL)\n", (*pCaps->PixelShaderVersion >> 8) & 0xff, *pCaps->PixelShaderVersion & 0xff);
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} else if (ps_selected_mode == SHADER_ARB) {
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*pCaps->PixelShaderVersion = WINED3DPS_VERSION(1,4);
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*pCaps->PixelShader1xMaxValue = 8.0;
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