wined3d: Detect vertex shader 2.0 support using a pixel shader 2.0 limit.
Without this vertex shader 3.0 is reported on non-Nvidia cards that only support vertex shader 2.0. Reporting 3.0 would result in slow software rendering as it is much more advanced than 2.0.
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@ -2367,10 +2367,13 @@ static HRESULT WINAPI IWineD3DImpl_GetDeviceCaps(IWineD3D *iface, UINT Adapter,
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if (vs_selected_mode == SHADER_GLSL) {
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/* Nvidia Geforce6/7 or Ati R4xx/R5xx cards with GLSL support, support VS 3.0 but older Nvidia/Ati
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models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
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vs_nv_version which is based on NV_vertex_program. For Ati cards there's no easy way, so for
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now only support 2.0/3.0 detection on Nvidia GeforceFX cards and default to 3.0 for everything else */
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if(GLINFO_LOCATION.vs_nv_version == VS_VERSION_20)
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* models with GLSL support only support 2.0. In case of nvidia we can detect VS 2.0 support using
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* vs_nv_version which is based on NV_vertex_program.
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* For Ati cards there's no way using glsl (it abstracts the lowlevel info away) and also not
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* using ARB_vertex_program. It is safe to assume that when a card supports pixel shader 2.0 it
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* supports vertex shader 2.0 too and the way around. We can detect ps2.0 using the maximum number
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* of native instructions, so use that here. For more info see the pixel shader versioning code below. */
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if((GLINFO_LOCATION.vs_nv_version == VS_VERSION_20) || (GLINFO_LOCATION.ps_arb_max_instructions <= 512))
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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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