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glgsg: Set ultimate Cg profiles to gp5vp/gp5fp/gp5gp
These support the most features, including cube map arrays (which aren't even supported in glslv/glslf) This improves the quality of error messages, eg. using cube map arrays will no longer display a cryptic error about no overload of texCUBEARRAY() being available
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@ -1820,9 +1820,9 @@ reset() {
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_shader_caps._active_gprofile = (int)CG_PROFILE_GLSLG;
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_shader_caps._active_gprofile = (int)CG_PROFILE_GLSLG;
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}
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}
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}
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}
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_shader_caps._ultimate_vprofile = (int)CG_PROFILE_VP40;
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_shader_caps._ultimate_vprofile = (int)CG_PROFILE_GP5VP;
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_shader_caps._ultimate_fprofile = (int)CG_PROFILE_FP40;
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_shader_caps._ultimate_fprofile = (int)CG_PROFILE_GP5FP;
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_shader_caps._ultimate_gprofile = (int)CG_PROFILE_GPU_GP;
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_shader_caps._ultimate_gprofile = (int)CG_PROFILE_GP5GP;
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// Bug workaround for radeons.
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// Bug workaround for radeons.
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if (_shader_caps._active_fprofile == CG_PROFILE_ARBFP1) {
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if (_shader_caps._active_fprofile == CG_PROFILE_ARBFP1) {
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