diff options
Diffstat (limited to 'src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch')
-rw-r--r-- | src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch | 358 |
1 files changed, 140 insertions, 218 deletions
diff --git a/src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch b/src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch index b17f07c00b..297d5adc84 100644 --- a/src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch +++ b/src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch @@ -1,7 +1,7 @@ -From cda47c3e09db62c0af7d94537ec51aca5a728db9 Mon Sep 17 00:00:00 2001 +From 0e8aa60332e17f284804dc1b89a9db5795a92ecb Mon Sep 17 00:00:00 2001 From: Andrew Knight <andrew.knight@digia.com> -Date: Mon, 4 Aug 2014 23:51:59 +0300 -Subject: [PATCH 10/12] ANGLE: Enable D3D11 for feature level 9 cards +Date: Wed, 17 Sep 2014 21:17:39 +0300 +Subject: [PATCH 10/16] ANGLE: Enable D3D11 for feature level 9 cards Enable use of ANGLE on lower-end hardware, such as Surface RT and Windows Phone 8. @@ -9,21 +9,22 @@ Windows Phone 8. Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4 --- src/3rdparty/angle/src/libGLESv2/angletypes.cpp | 4 +- - .../src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp | 65 +++--- + .../src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp | 73 +++---- .../src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp | 4 +- .../src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp | 8 +- .../renderer/d3d/d3d11/PixelTransfer11.cpp | 7 +- - .../libGLESv2/renderer/d3d/d3d11/Renderer11.cpp | 246 ++++++++++++++------- + .../libGLESv2/renderer/d3d/d3d11/Renderer11.cpp | 209 +++++++++++++-------- .../src/libGLESv2/renderer/d3d/d3d11/Renderer11.h | 1 + .../renderer/d3d/d3d11/TextureStorage11.cpp | 2 +- .../libGLESv2/renderer/d3d/d3d11/formatutils11.cpp | 4 +- - 9 files changed, 219 insertions(+), 122 deletions(-) + .../renderer/d3d/d3d11/renderer11_utils.cpp | 2 +- + 10 files changed, 190 insertions(+), 124 deletions(-) diff --git a/src/3rdparty/angle/src/libGLESv2/angletypes.cpp b/src/3rdparty/angle/src/libGLESv2/angletypes.cpp -index ec5521e..bc929c7 100644 +index 06618d5..bb6425d 100644 --- a/src/3rdparty/angle/src/libGLESv2/angletypes.cpp +++ b/src/3rdparty/angle/src/libGLESv2/angletypes.cpp -@@ -23,8 +23,8 @@ SamplerState::SamplerState() +@@ -22,8 +22,8 @@ SamplerState::SamplerState() maxAnisotropy(1.0f), baseLevel(0), maxLevel(1000), @@ -35,10 +36,10 @@ index ec5521e..bc929c7 100644 compareFunc(GL_LEQUAL), swizzleRed(GL_RED), diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp -index 79a6543..9b0f336 100644 +index 72820a4..d43e65e 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp -@@ -210,7 +210,7 @@ Blit11::Blit11(rx::Renderer11 *renderer) +@@ -209,7 +209,7 @@ Blit11::Blit11(rx::Renderer11 *renderer) pointSamplerDesc.BorderColor[2] = 0.0f; pointSamplerDesc.BorderColor[3] = 0.0f; pointSamplerDesc.MinLOD = 0.0f; @@ -47,7 +48,7 @@ index 79a6543..9b0f336 100644 result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler); ASSERT(SUCCEEDED(result)); -@@ -229,7 +229,7 @@ Blit11::Blit11(rx::Renderer11 *renderer) +@@ -228,7 +228,7 @@ Blit11::Blit11(rx::Renderer11 *renderer) linearSamplerDesc.BorderColor[2] = 0.0f; linearSamplerDesc.BorderColor[3] = 0.0f; linearSamplerDesc.MinLOD = 0.0f; @@ -56,7 +57,7 @@ index 79a6543..9b0f336 100644 result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler); ASSERT(SUCCEEDED(result)); -@@ -291,28 +291,32 @@ Blit11::Blit11(rx::Renderer11 *renderer) +@@ -290,28 +290,31 @@ Blit11::Blit11(rx::Renderer11 *renderer) ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader"); @@ -71,30 +72,32 @@ index 79a6543..9b0f336 100644 - { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - }; +- +- result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); +- ASSERT(SUCCEEDED(result)); +- d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); + result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader"); -- result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); +- result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); - ASSERT(SUCCEEDED(result)); -- d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); +- d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); +- +- result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); +- ASSERT(SUCCEEDED(result)); +- d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); + D3D11_INPUT_ELEMENT_DESC quad3DLayout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "LAYER", 0, DXGI_FORMAT_R32_UINT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; - -- result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); -- ASSERT(SUCCEEDED(result)); -- d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); ++ + result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout"); - -- result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); -- ASSERT(SUCCEEDED(result)); -- d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); ++ + result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader"); @@ -102,12 +105,11 @@ index 79a6543..9b0f336 100644 + result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS); + ASSERT(SUCCEEDED(result)); + d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader"); -+ + } buildShaderMap(); -@@ -970,21 +974,27 @@ void Blit11::buildShaderMap() +@@ -972,40 +975,44 @@ void Blit11::buildShaderMap() ID3D11Device *device = mRenderer->getDevice(); add2DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D RGBA pixel shader" )); @@ -115,12 +117,18 @@ index 79a6543..9b0f336 100644 - add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); add2DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D BGRA pixel shader" )); add2DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D, "Blit11 2D RGB pixel shader" )); -+ add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); -+ add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); -+ add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); -+ add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); -+ add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); -+ +- add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); +- add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); + add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); +- add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); +- add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); + add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); +- add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); +- add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); + add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); + add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); + add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); + + addSwizzleShaderToMap(GL_FLOAT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleF2D, "Blit11 2D F swizzle pixel shader" )); + + if (mRenderer->isLevel9()) @@ -128,21 +136,28 @@ index 79a6543..9b0f336 100644 + + add2DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI, "Blit11 2D RGBA UI pixel shader" )); + add2DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI, "Blit11 2D RGBA I pixel shader" )); - add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); - add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); -- add2DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG2D, "Blit11 2D RG pixel shader" )); - add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); - add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); -- add2DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR2D, "Blit11 2D R pixel shader" )); - add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); - add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); -- add2DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D, "Blit11 2D alpha pixel shader" )); -- add2DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum2D, "Blit11 2D lum pixel shader" )); -- add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader")); - ++ add2DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI, "Blit11 2D RGB UI pixel shader" )); ++ add2DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB2DI, "Blit11 2D RGB I pixel shader" )); ++ add2DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI, "Blit11 2D RG UI pixel shader" )); ++ add2DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG2DI, "Blit11 2D RG I pixel shader" )); ++ add2DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI, "Blit11 2D R UI pixel shader" )); ++ add2DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR2DI, "Blit11 2D R I pixel shader" )); add3DBlitShaderToMap(GL_RGBA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D RGBA pixel shader" )); add3DBlitShaderToMap(GL_RGBA_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI, "Blit11 3D UI RGBA pixel shader" )); -@@ -1003,7 +1013,6 @@ void Blit11::buildShaderMap() + add3DBlitShaderToMap(GL_RGBA_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DI, "Blit11 3D I RGBA pixel shader" )); + add3DBlitShaderToMap(GL_BGRA_EXT, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D BGRA pixel shader" )); + add3DBlitShaderToMap(GL_RGB, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3D, "Blit11 3D RGB pixel shader" )); ++ add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" )); + add3DBlitShaderToMap(GL_RGB_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRGB3DUI, "Blit11 3D RGB UI pixel shader" )); + add3DBlitShaderToMap(GL_RGB_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRGB3DI, "Blit11 3D RGB I pixel shader" )); +- add3DBlitShaderToMap(GL_RG, false, d3d11::CompilePS(device, g_PS_PassthroughRG3D, "Blit11 3D RG pixel shader" )); ++ add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" )); + add3DBlitShaderToMap(GL_RG_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughRG3DUI, "Blit11 3D RG UI pixel shader" )); + add3DBlitShaderToMap(GL_RG_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughRG3DI, "Blit11 3D RG I pixel shader" )); +- add3DBlitShaderToMap(GL_RED, false, d3d11::CompilePS(device, g_PS_PassthroughR3D, "Blit11 3D R pixel shader" )); + add3DBlitShaderToMap(GL_RED_INTEGER, false, d3d11::CompilePS(device, g_PS_PassthroughR3DUI, "Blit11 3D R UI pixel shader" )); + add3DBlitShaderToMap(GL_RED_INTEGER, true, d3d11::CompilePS(device, g_PS_PassthroughR3DI, "Blit11 3D R I pixel shader" )); + add3DBlitShaderToMap(GL_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D, "Blit11 3D alpha pixel shader" )); add3DBlitShaderToMap(GL_LUMINANCE, false, d3d11::CompilePS(device, g_PS_PassthroughLum3D, "Blit11 3D luminance pixel shader" )); add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader")); @@ -151,25 +166,25 @@ index 79a6543..9b0f336 100644 addSwizzleShaderToMap(GL_INT, D3D_SRV_DIMENSION_TEXTURE2D, d3d11::CompilePS(device, g_PS_SwizzleI2D, "Blit11 2D I swizzle pixel shader" )); diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp -index b677fb5..352da96 100644 +index 43ce5ba..ecd4d46 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp -@@ -711,7 +711,9 @@ void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Ren +@@ -747,7 +747,9 @@ void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Ren case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK: bufferDesc->Usage = D3D11_USAGE_DEFAULT; - bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_STREAM_OUTPUT; + bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER; -+ if (renderer->getMaxTransformFeedbackBuffers() > 0) ++ if (!static_cast<Renderer11 *>(renderer)->isLevel9()) + bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT; bufferDesc->CPUAccessFlags = 0; break; diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp -index 9cd0b7d..8db5ea2 100644 +index 5caa427..765d34f 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp -@@ -105,7 +105,7 @@ Clear11::Clear11(Renderer11 *renderer) +@@ -104,7 +104,7 @@ Clear11::Clear11(Renderer11 *renderer) rsDesc.DepthBias = 0; rsDesc.DepthBiasClamp = 0.0f; rsDesc.SlopeScaledDepthBias = 0.0f; @@ -178,13 +193,13 @@ index 9cd0b7d..8db5ea2 100644 rsDesc.ScissorEnable = FALSE; rsDesc.MultisampleEnable = FALSE; rsDesc.AntialiasedLineEnable = FALSE; -@@ -115,6 +115,12 @@ Clear11::Clear11(Renderer11 *renderer) +@@ -114,6 +114,12 @@ Clear11::Clear11(Renderer11 *renderer) d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state"); mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat); + if (mRenderer->isLevel9()) { -+ mUintClearShader = { 0 }; -+ mIntClearShader = { 0 }; ++ memset(&mUintClearShader, 0, sizeof(ClearShader)); ++ memset(&mIntClearShader, 0, sizeof(ClearShader)); + return; + } + @@ -192,10 +207,10 @@ index 9cd0b7d..8db5ea2 100644 mIntClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT, g_VS_ClearSint, g_PS_ClearSint ); } diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp -index 67540bb..0704034 100644 +index edaafec..a4e84f9 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp -@@ -89,13 +89,16 @@ PixelTransfer11::PixelTransfer11(Renderer11 *renderer) +@@ -88,13 +88,16 @@ PixelTransfer11::PixelTransfer11(Renderer11 *renderer) ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer"); @@ -215,10 +230,10 @@ index 67540bb..0704034 100644 PixelTransfer11::~PixelTransfer11() diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp -index 36d9a8f..17a13f9 100644 +index 0bb7489..b4b26a8 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp -@@ -156,6 +156,11 @@ EGLint Renderer11::initialize() +@@ -162,6 +162,11 @@ EGLint Renderer11::initialize() D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, @@ -230,7 +245,7 @@ index 36d9a8f..17a13f9 100644 }; D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE; -@@ -1114,6 +1119,84 @@ void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLv +@@ -1112,6 +1117,84 @@ gl::Error Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, cons } } @@ -312,10 +327,10 @@ index 36d9a8f..17a13f9 100644 + } +} + - void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) + gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) { // Get the raw indices for an indexed draw -@@ -1125,10 +1208,13 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, +@@ -1123,10 +1206,13 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind indices = static_cast<const GLubyte*>(storage->getData()) + offset; } @@ -325,12 +340,12 @@ index 36d9a8f..17a13f9 100644 if (!mLineLoopIB) { mLineLoopIB = new StreamingIndexBufferInterface(this); -- if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) -+ if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType)) +- gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); ++ gl::Error error = mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType); + if (error.isError()) { - delete mLineLoopIB; - mLineLoopIB = NULL; -@@ -1141,14 +1227,15 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, + SafeDelete(mLineLoopIB); +@@ -1137,7 +1223,8 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind // Checked by Renderer11::applyPrimitiveType ASSERT(count >= 0); @@ -338,19 +353,10 @@ index 36d9a8f..17a13f9 100644 + int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); + if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / indexTypeSize)) { - ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); - return gl::error(GL_OUT_OF_MEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required."); } - -- const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int); -- if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) -+ const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * indexTypeSize; -+ if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, indexType)) - { - ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); - return gl::error(GL_OUT_OF_MEMORY); -@@ -1162,42 +1249,12 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, - return gl::error(GL_OUT_OF_MEMORY); +@@ -1157,42 +1244,12 @@ gl::Error Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *ind + return error; } - unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); @@ -393,10 +399,10 @@ index 36d9a8f..17a13f9 100644 - default: UNREACHABLE(); - } - - if (!mLineLoopIB->unmapBuffer()) + error = mLineLoopIB->unmapBuffer(); + if (error.isError()) { - ERR("Could not unmap index buffer for GL_LINE_LOOP."); -@@ -1230,10 +1287,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic +@@ -1227,10 +1284,12 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid * indices = static_cast<const GLubyte*>(storage->getData()) + offset; } @@ -405,12 +411,12 @@ index 36d9a8f..17a13f9 100644 if (!mTriangleFanIB) { mTriangleFanIB = new StreamingIndexBufferInterface(this); -- if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) -+ if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType)) +- gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT); ++ gl::Error error = mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType); + if (error.isError()) { - delete mTriangleFanIB; - mTriangleFanIB = NULL; -@@ -1248,14 +1307,15 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic + SafeDelete(mTriangleFanIB); +@@ -1243,13 +1302,14 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid * const unsigned int numTris = count - 2; @@ -418,27 +424,26 @@ index 36d9a8f..17a13f9 100644 + int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int); + if (numTris > (std::numeric_limits<unsigned int>::max() / (indexTypeSize * 3))) { - ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); - return gl::error(GL_OUT_OF_MEMORY); + return gl::Error(GL_OUT_OF_MEMORY, "Failed to create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required."); } - const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int); -- if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) +- gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT); + const unsigned int spaceNeeded = (numTris * 3) * indexTypeSize; -+ if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, indexType)) ++ gl::Error error = mTriangleFanIB->reserveBufferSpace(spaceNeeded, indexType); + if (error.isError()) { - ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN."); - return gl::error(GL_OUT_OF_MEMORY); -@@ -1269,46 +1329,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic - return gl::error(GL_OUT_OF_MEMORY); + return error; +@@ -1263,45 +1323,12 @@ gl::Error Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid * + return error; } - unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); +- unsigned int indexBufferOffset = offset; + if (indexType == GL_UNSIGNED_SHORT) + fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned short*>(mappedMemory)); + else + fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned int*>(mappedMemory)); - unsigned int indexBufferOffset = offset; - switch (type) - { @@ -476,11 +481,11 @@ index 36d9a8f..17a13f9 100644 - break; - default: UNREACHABLE(); - } -- - if (!mTriangleFanIB->unmapBuffer()) - { - ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN."); -@@ -1550,7 +1576,7 @@ void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary) ++ unsigned int indexBufferOffset = offset; + + error = mTriangleFanIB->unmapBuffer(); + if (error.isError()) +@@ -1549,7 +1576,7 @@ gl::Error Renderer11::applyUniforms(const gl::ProgramBinary &programBinary) } // needed for the point sprite geometry shader @@ -489,7 +494,7 @@ index 36d9a8f..17a13f9 100644 { mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; -@@ -1700,6 +1726,11 @@ bool Renderer11::testDeviceResettable() +@@ -1711,6 +1738,11 @@ bool Renderer11::testDeviceResettable() D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, @@ -501,102 +506,7 @@ index 36d9a8f..17a13f9 100644 }; ID3D11Device* dummyDevice; -@@ -1817,6 +1848,10 @@ unsigned int Renderer11::getMaxVertexTextureImageUnits() const - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4; -+ case D3D_FEATURE_LEVEL_9_3: -+ case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return 0; - default: UNREACHABLE(); - return 0; - } -@@ -1840,14 +1875,14 @@ unsigned int Renderer11::getReservedFragmentUniformVectors() const - unsigned int Renderer11::getMaxVertexUniformVectors() const - { - META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); -- ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); -+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1); - return MAX_VERTEX_UNIFORM_VECTORS_D3D11; - } - - unsigned int Renderer11::getMaxFragmentUniformVectors() const - { - META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); -- ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); -+ ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1); - return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11; - } - -@@ -1864,6 +1899,11 @@ unsigned int Renderer11::getMaxVaryingVectors() const - return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings(); - case D3D_FEATURE_LEVEL_10_0: - return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings(); -+ case D3D_FEATURE_LEVEL_9_3: -+ return 10 - getReservedVaryings(); -+ case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return 8 - getReservedVaryings(); - default: UNREACHABLE(); - return 0; - } -@@ -1881,6 +1921,10 @@ unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers(); -+ case D3D_FEATURE_LEVEL_9_3: -+ case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return 0; - default: UNREACHABLE(); - return 0; - } -@@ -1898,6 +1942,10 @@ unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers(); -+ case D3D_FEATURE_LEVEL_9_3: -+ case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return 0; - default: UNREACHABLE(); - return 0; - } -@@ -1935,6 +1983,10 @@ unsigned int Renderer11::getMaxTransformFeedbackBuffers() const - return D3D10_1_SO_BUFFER_SLOT_COUNT; - case D3D_FEATURE_LEVEL_10_0: - return D3D10_SO_BUFFER_SLOT_COUNT; -+ case D3D_FEATURE_LEVEL_9_3: -+ case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return 0; - default: UNREACHABLE(); - return 0; - } -@@ -1951,6 +2003,10 @@ unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const - // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero - // is used. - return 4; -+ case D3D_FEATURE_LEVEL_9_3: -+ case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return 0; - default: UNREACHABLE(); - return 0; - } -@@ -1973,6 +2029,10 @@ unsigned int Renderer11::getMaxUniformBufferSize() const - case D3D_FEATURE_LEVEL_10_1: - case D3D_FEATURE_LEVEL_10_0: - return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent; -+ case D3D_FEATURE_LEVEL_9_3: -+ case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return 0; - default: UNREACHABLE(); - return 0; - } -@@ -2021,7 +2081,11 @@ int Renderer11::getMajorShaderModel() const +@@ -1862,7 +1894,10 @@ int Renderer11::getMajorShaderModel() const { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 @@ -604,12 +514,11 @@ index 36d9a8f..17a13f9 100644 + case D3D_FEATURE_LEVEL_10_0: + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: -+ case D3D_FEATURE_LEVEL_9_1: -+ return D3D10_SHADER_MAJOR_VERSION; // 4 ++ case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MAJOR_VERSION; // 4 default: UNREACHABLE(); return 0; } } -@@ -2032,7 +2096,10 @@ int Renderer11::getMinorShaderModel() const +@@ -1873,7 +1908,10 @@ int Renderer11::getMinorShaderModel() const { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 @@ -621,7 +530,7 @@ index 36d9a8f..17a13f9 100644 default: UNREACHABLE(); return 0; } } -@@ -2615,6 +2682,15 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch +@@ -2387,6 +2425,15 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch case D3D_FEATURE_LEVEL_10_0: profileVersion = "4_0"; break; @@ -638,10 +547,10 @@ index 36d9a8f..17a13f9 100644 UNREACHABLE(); return NULL; diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h -index 618972d..a31f15e 100644 +index b86f5e5..2a53fa1 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h -@@ -199,6 +199,7 @@ class Renderer11 : public Renderer +@@ -184,6 +184,7 @@ class Renderer11 : public Renderer ID3D11Device *getDevice() { return mDevice; } ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; @@ -650,40 +559,53 @@ index 618972d..a31f15e 100644 Blit11 *getBlitter() { return mBlit; } diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp -index 65e0e63..00b81b7 100644 +index 3f0cd5b..91e7147 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp -@@ -441,7 +441,7 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalform +@@ -472,7 +472,7 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalform D3D11_TEXTURE2D_DESC desc; desc.Width = width; // Compressed texture size constraints? desc.Height = height; - desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0); -+ desc.MipLevels = mRenderer->isLevel9() ? 1 : ((levels > 0) ? (mTopLevel + levels) : 0); ++ desc.MipLevels = desc.MipLevels = mRenderer->isLevel9() ? 1 : ((levels > 0) ? (mTopLevel + levels) : 0); desc.ArraySize = 1; desc.Format = mTextureFormat; desc.SampleDesc.Count = 1; diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp -index a300c2e..c991fd4 100644 +index 1ea916d..c078287 100644 --- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp +++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp -@@ -106,7 +106,7 @@ static D3D11ES3FormatMap BuildD3D11FormatMap() +@@ -557,7 +557,7 @@ D3D11LoadFunctionMap BuildD3D11LoadFunctionMap() + InsertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F ); // From GL_EXT_texture_storage - // | GL internal format | | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format | -- map.insert(D3D11ES3FormatPair(GL_ALPHA8_EXT, D3D11FormatInfo(DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN ))); -+ map.insert(D3D11ES3FormatPair(GL_ALPHA8_EXT, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN ))); - map.insert(D3D11ES3FormatPair(GL_LUMINANCE8_EXT, D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN ))); - map.insert(D3D11ES3FormatPair(GL_ALPHA32F_EXT, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN ))); - map.insert(D3D11ES3FormatPair(GL_LUMINANCE32F_EXT, D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN ))); -@@ -309,7 +309,7 @@ D3D11LoadFunctionMap buildD3D11LoadFunctionMap() - insertLoadFunction(&map, GL_ALPHA, GL_HALF_FLOAT_OES, LoadA16FToRGBA16F ); +- InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> ); ++ InsertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadA8ToRGBA8 ); + InsertLoadFunction(&map, GL_LUMINANCE8_EXT, GL_UNSIGNED_BYTE, LoadL8ToRGBA8 ); + InsertLoadFunction(&map, GL_LUMINANCE8_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadLA8ToRGBA8 ); + InsertLoadFunction(&map, GL_ALPHA32F_EXT, GL_FLOAT, LoadA32FToRGBA32F ); +@@ -795,7 +795,7 @@ static D3D11ES3FormatMap BuildD3D11FormatMap() // From GL_EXT_texture_storage -- insertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadToNative<GLubyte, 1> ); -+ insertLoadFunction(&map, GL_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadA8ToBGRA8 ); - insertLoadFunction(&map, GL_LUMINANCE8_EXT, GL_UNSIGNED_BYTE, LoadL8ToRGBA8 ); - insertLoadFunction(&map, GL_LUMINANCE8_ALPHA8_EXT, GL_UNSIGNED_BYTE, LoadLA8ToRGBA8 ); - insertLoadFunction(&map, GL_ALPHA32F_EXT, GL_FLOAT, LoadA32FToRGBA32F ); + // | GL internal format | D3D11 texture format | D3D11 SRV format | D3D11 RTV format | D3D11 DSV format | +- InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_A8_UNORM, DXGI_FORMAT_UNKNOWN ); ++ InsertD3D11FormatInfo(&map, GL_ALPHA8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN ); + InsertD3D11FormatInfo(&map, GL_LUMINANCE8_EXT, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_FORMAT_UNKNOWN ); + InsertD3D11FormatInfo(&map, GL_ALPHA32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN ); + InsertD3D11FormatInfo(&map, GL_LUMINANCE32F_EXT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN ); +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp +index b1867fb..06a22eb 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/renderer11_utils.cpp +@@ -283,7 +283,7 @@ static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel) + // From http://msdn.microsoft.com/en-us/library/windows/desktop/ff476876.aspx + case D3D_FEATURE_LEVEL_9_3: + case D3D_FEATURE_LEVEL_9_2: +- case D3D_FEATURE_LEVEL_9_1: return false; ++ case D3D_FEATURE_LEVEL_9_1: return true; // Provided that mipmaps & wrap modes are not used + + default: UNREACHABLE(); return false; + } -- 1.9.0.msysgit.0 |