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 | 426 |
1 files changed, 426 insertions, 0 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 new file mode 100644 index 0000000000..34c881ba21 --- /dev/null +++ b/src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch @@ -0,0 +1,426 @@ +From e84f947df4ae095eae600550749b3a4e8de5ee8b Mon Sep 17 00:00:00 2001 +From: Andrew Knight <andrew.knight@digia.com> +Date: Thu, 20 Feb 2014 16:51:36 +0200 +Subject: [PATCH] ANGLE: Enable D3D11 for feature level 9 cards + +Enable use of ANGLE on lower-end hardware, such as Surface RT and +Windows Phone 8. + +Based on https://codereview.appspot.com/12917046/ + +Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4 +--- + .../angle/src/libGLESv2/renderer/d3d11/Image11.cpp | 7 +- + .../libGLESv2/renderer/d3d11/RenderStateCache.cpp | 5 +- + .../src/libGLESv2/renderer/d3d11/Renderer11.cpp | 90 ++++++++++++++++++++-- + .../src/libGLESv2/renderer/d3d11/Renderer11.h | 1 + + .../libGLESv2/renderer/d3d11/TextureStorage11.cpp | 10 +-- + .../libGLESv2/renderer/d3d11/renderer11_utils.cpp | 4 +- + .../libGLESv2/renderer/d3d11/renderer11_utils.h | 2 +- + 7 files changed, 100 insertions(+), 19 deletions(-) + +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp +index 2b07b9d..5d039a3 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp +@@ -142,7 +142,7 @@ bool Image11::redefine(Renderer *renderer, GLint internalformat, GLsizei width, + mHeight = height; + mInternalFormat = internalformat; + // compute the d3d format that will be used +- mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat); ++ mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel()); + mActualFormat = d3d11_gl::ConvertTextureInternalFormat(mDXGIFormat); + + if (mStagingTexture) +@@ -191,7 +191,10 @@ void Image11::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei heig + switch (mInternalFormat) + { + case GL_ALPHA8_EXT: +- loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); ++ if (mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0) ++ loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); ++ else ++ loadAlphaDataToBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); + break; + case GL_LUMINANCE8_EXT: + loadLuminanceDataToNativeOrBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData, false); +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp +index 0047e04..a1c324c 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp +@@ -419,7 +419,8 @@ ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &sa + samplerDesc.BorderColor[2] = 0.0f; + samplerDesc.BorderColor[3] = 0.0f; + samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset); +- samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset); ++ samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 ++ ? gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset) : FLT_MAX; + + ID3D11SamplerState *dx11SamplerState = NULL; + HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState); +@@ -435,4 +436,4 @@ ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &sa + } + } + +-} +\ No newline at end of file ++} +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp +index 7f166fd..31d976d 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp +@@ -164,6 +164,11 @@ EGLint Renderer11::initialize() + D3D_FEATURE_LEVEL_11_0, + D3D_FEATURE_LEVEL_10_1, + D3D_FEATURE_LEVEL_10_0, ++#if !defined(ANGLE_ENABLE_D3D9) ++ D3D_FEATURE_LEVEL_9_3, ++ D3D_FEATURE_LEVEL_9_2, ++ D3D_FEATURE_LEVEL_9_1, ++#endif + }; + + HRESULT result = S_OK; +@@ -1533,7 +1538,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra + } + + // needed for the point sprite geometry shader +- if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) ++ if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS) + { + mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); + mCurrentGeometryConstantBuffer = mDriverConstantBufferPS; +@@ -1956,6 +1961,11 @@ bool Renderer11::testDeviceResettable() + D3D_FEATURE_LEVEL_11_0, + D3D_FEATURE_LEVEL_10_1, + D3D_FEATURE_LEVEL_10_0, ++#if !defined(ANGLE_ENABLE_D3D9) ++ D3D_FEATURE_LEVEL_9_3, ++ D3D_FEATURE_LEVEL_9_2, ++ D3D_FEATURE_LEVEL_9_1, ++#endif + }; + + ID3D11Device* dummyDevice; +@@ -2139,6 +2149,11 @@ float Renderer11::getTextureMaxAnisotropy() const + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_MAX_MAXANISOTROPY; ++ case D3D_FEATURE_LEVEL_9_3: ++ case D3D_FEATURE_LEVEL_9_2: ++ return 16; ++ case D3D_FEATURE_LEVEL_9_1: ++ return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY; + default: UNREACHABLE(); + return 0; + } +@@ -2158,6 +2173,11 @@ Range Renderer11::getViewportBounds() const + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX); ++ case D3D_FEATURE_LEVEL_9_3: ++ return Range(D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2); ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: ++ return Range(D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2); + default: UNREACHABLE(); + return Range(0, 0); + } +@@ -2172,6 +2192,10 @@ 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; + } +@@ -2195,14 +2219,14 @@ 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; + } + +@@ -2216,6 +2240,10 @@ unsigned int Renderer11::getMaxVaryingVectors() const + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_VS_OUTPUT_REGISTER_COUNT; ++ case D3D_FEATURE_LEVEL_9_3: ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: ++ return 8; + default: UNREACHABLE(); + return 0; + } +@@ -2229,6 +2257,10 @@ bool Renderer11::getNonPower2TextureSupport() const + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; ++ case D3D_FEATURE_LEVEL_9_3: ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: ++ return false; + default: UNREACHABLE(); + return false; + } +@@ -2242,6 +2274,11 @@ bool Renderer11::getOcclusionQuerySupport() const + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; ++ case D3D_FEATURE_LEVEL_9_3: ++ case D3D_FEATURE_LEVEL_9_2: ++ return true; ++ case D3D_FEATURE_LEVEL_9_1: ++ return false; + default: UNREACHABLE(); + return false; + } +@@ -2254,7 +2291,11 @@ bool Renderer11::getInstancingSupport() const + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: +- return true; ++ case D3D_FEATURE_LEVEL_9_3: ++ return true; ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: ++ return false; + default: UNREACHABLE(); + return false; + } +@@ -2276,6 +2317,11 @@ bool Renderer11::getDerivativeInstructionSupport() const + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return true; ++ case D3D_FEATURE_LEVEL_9_3: ++ return true; ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: ++ return false; + default: UNREACHABLE(); + return false; + } +@@ -2294,6 +2340,9 @@ 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 + case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 ++ case D3D_FEATURE_LEVEL_9_3: ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MAJOR_VERSION; // 4 (level 9) + default: UNREACHABLE(); return 0; + } + } +@@ -2305,6 +2354,9 @@ 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 + case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0 ++ case D3D_FEATURE_LEVEL_9_3: ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: return D3D10_SHADER_MINOR_VERSION; // 0 (level 9) + default: UNREACHABLE(); return 0; + } + } +@@ -2330,6 +2382,11 @@ int Renderer11::getMaxViewportDimension() const + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: + return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 ++ case D3D_FEATURE_LEVEL_9_3: ++ return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096 ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: ++ return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048 + default: UNREACHABLE(); + return 0; + } +@@ -2342,6 +2399,9 @@ int Renderer11::getMaxTextureWidth() const + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 ++ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096 ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048 + default: UNREACHABLE(); return 0; + } + } +@@ -2353,6 +2413,9 @@ int Renderer11::getMaxTextureHeight() const + case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 ++ case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096 ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048 + default: UNREACHABLE(); return 0; + } + } +@@ -2364,6 +2427,9 @@ bool Renderer11::get32BitIndexSupport() const + case D3D_FEATURE_LEVEL_11_0: + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true ++ case D3D_FEATURE_LEVEL_9_3: ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: return false; + default: UNREACHABLE(); return false; + } + } +@@ -2410,6 +2476,8 @@ unsigned int Renderer11::getMaxRenderTargets() const + { + META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); + META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); ++ META_ASSERT(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); ++ META_ASSERT(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); + + switch (mFeatureLevel) + { +@@ -2417,6 +2485,9 @@ unsigned int Renderer11::getMaxRenderTargets() const + return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 + case D3D_FEATURE_LEVEL_10_1: + case D3D_FEATURE_LEVEL_10_0: ++ case D3D_FEATURE_LEVEL_9_3: // return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; // 4 ++ case D3D_FEATURE_LEVEL_9_2: ++ case D3D_FEATURE_LEVEL_9_1: // return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; // 1 + // Feature level 10.0 and 10.1 cards perform very poorly when the pixel shader + // outputs to multiple RTs that are not bound. + // TODO: Remove pixel shader outputs for render targets that are not bound. +@@ -2603,7 +2674,7 @@ bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectang + samplerDesc.BorderColor[2] = 0.0f; + samplerDesc.BorderColor[3] = 0.0f; + samplerDesc.MinLOD = 0.0f; +- samplerDesc.MaxLOD = 0.0f; ++ samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 ? 0.0f : FLT_MAX; + + result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler); + ASSERT(SUCCEEDED(result)); +@@ -2848,7 +2919,7 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length + + ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround) + { +- const char *profile = NULL; ++ std::string profile; + + switch (type) + { +@@ -2866,7 +2937,12 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch + return NULL; + } + +- ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false); ++ if (mFeatureLevel == D3D_FEATURE_LEVEL_9_3) ++ profile += "_level_9_3"; ++ else if (mFeatureLevel == D3D_FEATURE_LEVEL_9_2 || mFeatureLevel == D3D_FEATURE_LEVEL_9_1) ++ profile += "_level_9_1"; ++ ++ ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile.c_str(), D3DCOMPILE_OPTIMIZATION_LEVEL0, false); + if (!binary) + return NULL; + +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h +index ba3f0c6..a8a722c 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h +@@ -177,6 +177,7 @@ class Renderer11 : public Renderer + ID3D11Device *getDevice() { return mDevice; } + ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; }; + IDXGIFactory *getDxgiFactory() { return mDxgiFactory; }; ++ D3D_FEATURE_LEVEL getFeatureLevel() { return mFeatureLevel; } + + bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource); + void unapplyRenderTargets(); +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp +index 5f6ea21..fdfbe52 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp +@@ -222,14 +222,14 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapch + } + + TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) +- : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) ++ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable)) + { + for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) + { + mRenderTarget[i] = NULL; + } + +- DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); ++ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel()); + if (d3d11::IsDepthStencilFormat(convertedFormat)) + { + mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); +@@ -331,7 +331,7 @@ RenderTarget *TextureStorage11_2D::getRenderTarget(int level) + srvDesc.Format = mShaderResourceFormat; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MostDetailedMip = level; +- srvDesc.Texture2D.MipLevels = 1; ++ srvDesc.Texture2D.MipLevels = level ? 1 : -1; + + ID3D11ShaderResourceView *srv; + result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); +@@ -440,7 +440,7 @@ void TextureStorage11_2D::generateMipmap(int level) + } + + TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) +- : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) ++ : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable)) + { + for (unsigned int i = 0; i < 6; i++) + { +@@ -450,7 +450,7 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLe + } + } + +- DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); ++ DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel()); + if (d3d11::IsDepthStencilFormat(convertedFormat)) + { + mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp +index 6f06024..34b8259 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp +@@ -329,7 +329,7 @@ DXGI_FORMAT ConvertRenderbufferFormat(GLenum format) + return DXGI_FORMAT_R8G8B8A8_UNORM; + } + +-DXGI_FORMAT ConvertTextureFormat(GLenum internalformat) ++DXGI_FORMAT ConvertTextureFormat(GLenum internalformat, D3D_FEATURE_LEVEL featureLevel) + { + switch (internalformat) + { +@@ -342,7 +342,7 @@ DXGI_FORMAT ConvertTextureFormat(GLenum internalformat) + case GL_LUMINANCE8_ALPHA8_EXT: + return DXGI_FORMAT_R8G8B8A8_UNORM; + case GL_ALPHA8_EXT: +- return DXGI_FORMAT_A8_UNORM; ++ return featureLevel >= D3D_FEATURE_LEVEL_10_0 ? DXGI_FORMAT_A8_UNORM : DXGI_FORMAT_B8G8R8A8_UNORM; + case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: + case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: + return DXGI_FORMAT_BC1_UNORM; +diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h +index 1bc48c1..70ad4fe 100644 +--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h ++++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h +@@ -32,7 +32,7 @@ FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset); + FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset); + + DXGI_FORMAT ConvertRenderbufferFormat(GLenum format); +-DXGI_FORMAT ConvertTextureFormat(GLenum format); ++DXGI_FORMAT ConvertTextureFormat(GLenum format, D3D_FEATURE_LEVEL featureLevel); + } + + namespace d3d11_gl +-- +1.8.4.msysgit.0 + |