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-rw-r--r--src/angle/patches/0013-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch990
1 files changed, 990 insertions, 0 deletions
diff --git a/src/angle/patches/0013-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch b/src/angle/patches/0013-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch
new file mode 100644
index 0000000000..0a8e403e8d
--- /dev/null
+++ b/src/angle/patches/0013-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch
@@ -0,0 +1,990 @@
+From a71ccc033fe2cf1c3c58633d3bd220c52b744478 Mon Sep 17 00:00:00 2001
+From: Andrew Knight <andrew.knight@digia.com>
+Date: Fri, 8 Nov 2013 09:04:59 +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
+---
+ src/3rdparty/angle/src/libGLESv2/Buffer.cpp | 8 +-
+ src/3rdparty/angle/src/libGLESv2/Buffer.h | 4 +-
+ src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp | 4 +-
+ .../angle/src/libGLESv2/renderer/BufferStorage.h | 2 +-
+ .../src/libGLESv2/renderer/BufferStorage11.cpp | 9 +-
+ .../angle/src/libGLESv2/renderer/BufferStorage11.h | 2 +-
+ .../src/libGLESv2/renderer/BufferStorage9.cpp | 2 +-
+ .../angle/src/libGLESv2/renderer/BufferStorage9.h | 2 +-
+ .../angle/src/libGLESv2/renderer/Image11.cpp | 7 +-
+ .../angle/src/libGLESv2/renderer/IndexBuffer11.cpp | 4 +-
+ .../src/libGLESv2/renderer/RenderStateCache.cpp | 3 +-
+ .../angle/src/libGLESv2/renderer/Renderer11.cpp | 288 +++++++++++++++------
+ .../angle/src/libGLESv2/renderer/Renderer11.h | 2 +
+ .../angle/src/libGLESv2/renderer/SwapChain11.cpp | 7 +-
+ .../src/libGLESv2/renderer/TextureStorage11.cpp | 8 +-
+ .../src/libGLESv2/renderer/renderer11_utils.cpp | 4 +-
+ .../src/libGLESv2/renderer/renderer11_utils.h | 2 +-
+ .../src/libGLESv2/renderer/shaders/Clear11.hlsl | 4 +
+ src/angle/src/libGLESv2/libGLESv2.pro | 8 +-
+ 19 files changed, 260 insertions(+), 110 deletions(-)
+
+diff --git a/src/3rdparty/angle/src/libGLESv2/Buffer.cpp b/src/3rdparty/angle/src/libGLESv2/Buffer.cpp
+index c007d5d..40baa95 100644
+--- a/src/3rdparty/angle/src/libGLESv2/Buffer.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/Buffer.cpp
+@@ -37,11 +37,11 @@ Buffer::~Buffer()
+ delete mStaticIndexBuffer;
+ }
+
+-void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
++void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage, GLenum target)
+ {
+ mBufferStorage->clear();
+ mIndexRangeCache.clear();
+- mBufferStorage->setData(data, size, 0);
++ mBufferStorage->setData(data, size, 0, target);
+
+ mUsage = usage;
+
+@@ -54,9 +54,9 @@ void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage)
+ }
+ }
+
+-void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset)
++void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset, GLenum target)
+ {
+- mBufferStorage->setData(data, size, offset);
++ mBufferStorage->setData(data, size, offset, target);
+ mIndexRangeCache.invalidateRange(offset, size);
+
+ if ((mStaticVertexBuffer && mStaticVertexBuffer->getBufferSize() != 0) || (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0))
+diff --git a/src/3rdparty/angle/src/libGLESv2/Buffer.h b/src/3rdparty/angle/src/libGLESv2/Buffer.h
+index 4048f4b..9b86b97 100644
+--- a/src/3rdparty/angle/src/libGLESv2/Buffer.h
++++ b/src/3rdparty/angle/src/libGLESv2/Buffer.h
+@@ -33,8 +33,8 @@ class Buffer : public RefCountObject
+
+ virtual ~Buffer();
+
+- void bufferData(const void *data, GLsizeiptr size, GLenum usage);
+- void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset);
++ void bufferData(const void *data, GLsizeiptr size, GLenum usage, GLenum target);
++ void bufferSubData(const void *data, GLsizeiptr size, GLintptr offset, GLenum target);
+
+ GLenum usage() const;
+
+diff --git a/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp b/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp
+index 320bbcc..91719f8 100644
+--- a/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/libGLESv2.cpp
+@@ -758,7 +758,7 @@ void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data,
+ return gl::error(GL_INVALID_OPERATION);
+ }
+
+- buffer->bufferData(data, size, usage);
++ buffer->bufferData(data, size, usage, target);
+ }
+ }
+ catch(std::bad_alloc&)
+@@ -812,7 +812,7 @@ void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size,
+ return gl::error(GL_INVALID_VALUE);
+ }
+
+- buffer->bufferSubData(data, size, offset);
++ buffer->bufferSubData(data, size, offset, target);
+ }
+ }
+ catch(std::bad_alloc&)
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h
+index ace1a11..14a8c27 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage.h
+@@ -22,7 +22,7 @@ class BufferStorage
+
+ // The data returned is only guaranteed valid until next non-const method.
+ virtual void *getData() = 0;
+- virtual void setData(const void* data, unsigned int size, unsigned int offset) = 0;
++ virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target) = 0;
+ virtual void clear() = 0;
+ virtual unsigned int getSize() const = 0;
+ virtual bool supportsDirectBinding() const = 0;
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp
+index 3647d8a..2f694db 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.cpp
+@@ -131,7 +131,7 @@ void *BufferStorage11::getData()
+ return mResolvedData;
+ }
+
+-void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset)
++void BufferStorage11::setData(const void* data, unsigned int size, unsigned int offset, unsigned int target)
+ {
+ ID3D11Device *device = mRenderer->getDevice();
+ ID3D11DeviceContext *context = mRenderer->getDeviceContext();
+@@ -201,7 +201,10 @@ void BufferStorage11::setData(const void* data, unsigned int size, unsigned int
+ D3D11_BUFFER_DESC bufferDesc;
+ bufferDesc.ByteWidth = requiredBufferSize;
+ bufferDesc.Usage = D3D11_USAGE_DEFAULT;
+- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER;
++ if (mRenderer->getFeatureLevel() > D3D_FEATURE_LEVEL_9_3)
++ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_INDEX_BUFFER;
++ else
++ bufferDesc.BindFlags = target == GL_ARRAY_BUFFER ? D3D11_BIND_VERTEX_BUFFER : D3D11_BIND_INDEX_BUFFER;
+ bufferDesc.CPUAccessFlags = 0;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.StructureByteStride = 0;
+@@ -324,7 +327,7 @@ unsigned int BufferStorage11::getSize() const
+
+ bool BufferStorage11::supportsDirectBinding() const
+ {
+- return true;
++ return mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0;
+ }
+
+ void BufferStorage11::markBufferUsage()
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h
+index b62348b..c948962 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage11.h
+@@ -24,7 +24,7 @@ class BufferStorage11 : public BufferStorage
+ static BufferStorage11 *makeBufferStorage11(BufferStorage *bufferStorage);
+
+ virtual void *getData();
+- virtual void setData(const void* data, unsigned int size, unsigned int offset);
++ virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target);
+ virtual void clear();
+ virtual unsigned int getSize() const;
+ virtual bool supportsDirectBinding() const;
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp
+index e69e7a8..57fd29b 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.cpp
+@@ -36,7 +36,7 @@ void *BufferStorage9::getData()
+ return mMemory;
+ }
+
+-void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset)
++void BufferStorage9::setData(const void* data, unsigned int size, unsigned int offset, unsigned int)
+ {
+ if (!mMemory || offset + size > mAllocatedSize)
+ {
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h
+index 3e80396..82ae577 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/BufferStorage9.h
+@@ -23,7 +23,7 @@ class BufferStorage9 : public BufferStorage
+ static BufferStorage9 *makeBufferStorage9(BufferStorage *bufferStorage);
+
+ virtual void *getData();
+- virtual void setData(const void* data, unsigned int size, unsigned int offset);
++ virtual void setData(const void* data, unsigned int size, unsigned int offset, unsigned int target = 0);
+ virtual void clear();
+ virtual unsigned int getSize() const;
+ virtual bool supportsDirectBinding() const;
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp
+index 09c8922..81e9e9e 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/Image11.cpp
+@@ -136,7 +136,7 @@ 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)
+@@ -185,7 +185,10 @@ 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/IndexBuffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/IndexBuffer11.cpp
+index 66604c4..36a62ad 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/IndexBuffer11.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/IndexBuffer11.cpp
+@@ -170,7 +170,7 @@ DXGI_FORMAT IndexBuffer11::getIndexFormat() const
+ {
+ case GL_UNSIGNED_BYTE: return DXGI_FORMAT_R16_UINT;
+ case GL_UNSIGNED_SHORT: return DXGI_FORMAT_R16_UINT;
+- case GL_UNSIGNED_INT: return DXGI_FORMAT_R32_UINT;
++ case GL_UNSIGNED_INT: return mRenderer->get32BitIndexSupport() ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT;
+ default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN;
+ }
+ }
+@@ -180,4 +180,4 @@ ID3D11Buffer *IndexBuffer11::getBuffer() const
+ return mBuffer;
+ }
+
+-}
+\ No newline at end of file
++}
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp
+index b3111af..fd388df 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/RenderStateCache.cpp
+@@ -387,7 +387,8 @@ 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);
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
+index d04467b..f83e9e9 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.cpp
+@@ -160,9 +160,13 @@ EGLint Renderer11::initialize()
+
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
++ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
++ D3D_FEATURE_LEVEL_9_3,
++ D3D_FEATURE_LEVEL_9_2,
++ D3D_FEATURE_LEVEL_9_1,
+ };
+
+ HRESULT result = S_OK;
+@@ -1114,6 +1118,43 @@ void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLv
+ }
+ }
+
++template <typename T>
++static void drawLineLoopIndexed(T *data, GLenum type, const GLvoid *indices, GLsizei count)
++{
++ switch (type)
++ {
++ case GL_NONE: // Non-indexed draw
++ for (int i = 0; i < count; i++)
++ {
++ data[i] = i;
++ }
++ data[count] = 0;
++ break;
++ case GL_UNSIGNED_BYTE:
++ for (int i = 0; i < count; i++)
++ {
++ data[i] = static_cast<const GLubyte*>(indices)[i];
++ }
++ data[count] = static_cast<const GLubyte*>(indices)[0];
++ break;
++ case GL_UNSIGNED_SHORT:
++ for (int i = 0; i < count; i++)
++ {
++ data[i] = static_cast<const GLushort*>(indices)[i];
++ }
++ data[count] = static_cast<const GLushort*>(indices)[0];
++ break;
++ case GL_UNSIGNED_INT:
++ for (int i = 0; i < count; i++)
++ {
++ data[i] = static_cast<const GLuint*>(indices)[i];
++ }
++ data[count] = static_cast<const GLuint*>(indices)[0];
++ break;
++ default: UNREACHABLE();
++ }
++}
++
+ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
+ {
+ // Get the raw indices for an indexed draw
+@@ -1162,59 +1203,71 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
++ if (get32BitIndexSupport())
++ drawLineLoopIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, count);
++ else
++ drawLineLoopIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, count);
++
+ unsigned int indexBufferOffset = offset;
+
++ if (!mLineLoopIB->unmapBuffer())
++ {
++ ERR("Could not unmap index buffer for GL_LINE_LOOP.");
++ return gl::error(GL_OUT_OF_MEMORY);
++ }
++
++ if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
++ {
++ IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
++
++ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
++ mAppliedIBSerial = mLineLoopIB->getSerial();
++ mAppliedStorageIBSerial = 0;
++ mAppliedIBOffset = indexBufferOffset;
++ }
++
++ mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
++}
++
++template <typename T>
++static void drawTriangleFanIndexed(T *data, GLenum type, const GLvoid *indices, unsigned int numTris)
++{
+ switch (type)
+ {
+ case GL_NONE: // Non-indexed draw
+- for (int i = 0; i < count; i++)
++ for (unsigned int i = 0; i < numTris; i++)
+ {
+- data[i] = i;
++ data[i*3 + 0] = 0;
++ data[i*3 + 1] = i + 1;
++ data[i*3 + 2] = i + 2;
+ }
+- data[count] = 0;
+ break;
+ case GL_UNSIGNED_BYTE:
+- for (int i = 0; i < count; i++)
++ for (unsigned int i = 0; i < numTris; i++)
+ {
+- data[i] = static_cast<const GLubyte*>(indices)[i];
++ data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
++ data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
++ data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
+ }
+- data[count] = static_cast<const GLubyte*>(indices)[0];
+ break;
+ case GL_UNSIGNED_SHORT:
+- for (int i = 0; i < count; i++)
++ for (unsigned int i = 0; i < numTris; i++)
+ {
+- data[i] = static_cast<const GLushort*>(indices)[i];
++ data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
++ data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
++ data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
+ }
+- data[count] = static_cast<const GLushort*>(indices)[0];
+ break;
+ case GL_UNSIGNED_INT:
+- for (int i = 0; i < count; i++)
++ for (unsigned int i = 0; i < numTris; i++)
+ {
+- data[i] = static_cast<const GLuint*>(indices)[i];
++ data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
++ data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
++ data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
+ }
+- data[count] = static_cast<const GLuint*>(indices)[0];
+ break;
+ default: UNREACHABLE();
+ }
+-
+- if (!mLineLoopIB->unmapBuffer())
+- {
+- ERR("Could not unmap index buffer for GL_LINE_LOOP.");
+- return gl::error(GL_OUT_OF_MEMORY);
+- }
+-
+- if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset)
+- {
+- IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer());
+-
+- mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset);
+- mAppliedIBSerial = mLineLoopIB->getSerial();
+- mAppliedStorageIBSerial = 0;
+- mAppliedIBOffset = indexBufferOffset;
+- }
+-
+- mDeviceContext->DrawIndexed(count + 1, 0, -minIndex);
+ }
+
+ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances)
+@@ -1267,45 +1320,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
+ return gl::error(GL_OUT_OF_MEMORY);
+ }
+
+- unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+- unsigned int indexBufferOffset = offset;
++ if (get32BitIndexSupport())
++ drawTriangleFanIndexed(reinterpret_cast<unsigned int*>(mappedMemory), type, indices, numTris);
++ else
++ drawTriangleFanIndexed(reinterpret_cast<unsigned short*>(mappedMemory), type, indices, numTris);
+
+- switch (type)
+- {
+- case GL_NONE: // Non-indexed draw
+- for (unsigned int i = 0; i < numTris; i++)
+- {
+- data[i*3 + 0] = 0;
+- data[i*3 + 1] = i + 1;
+- data[i*3 + 2] = i + 2;
+- }
+- break;
+- case GL_UNSIGNED_BYTE:
+- for (unsigned int i = 0; i < numTris; i++)
+- {
+- data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0];
+- data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1];
+- data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2];
+- }
+- break;
+- case GL_UNSIGNED_SHORT:
+- for (unsigned int i = 0; i < numTris; i++)
+- {
+- data[i*3 + 0] = static_cast<const GLushort*>(indices)[0];
+- data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1];
+- data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2];
+- }
+- break;
+- case GL_UNSIGNED_INT:
+- for (unsigned int i = 0; i < numTris; i++)
+- {
+- data[i*3 + 0] = static_cast<const GLuint*>(indices)[0];
+- data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1];
+- data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2];
+- }
+- break;
+- default: UNREACHABLE();
+- }
++ unsigned int indexBufferOffset = offset;
+
+ if (!mTriangleFanIB->unmapBuffer())
+ {
+@@ -1515,7 +1535,7 @@ 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;
+@@ -1929,9 +1949,13 @@ bool Renderer11::testDeviceResettable()
+
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
++ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_11_0,
+ D3D_FEATURE_LEVEL_10_1,
+ D3D_FEATURE_LEVEL_10_0,
++ D3D_FEATURE_LEVEL_9_3,
++ D3D_FEATURE_LEVEL_9_2,
++ D3D_FEATURE_LEVEL_9_1,
+ };
+
+ ID3D11Device* dummyDevice;
+@@ -2110,11 +2134,17 @@ float Renderer11::getTextureMaxAnisotropy() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_MAX_MAXANISOTROPY;
+ 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;
+ }
+@@ -2129,11 +2159,17 @@ Range Renderer11::getViewportBounds() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX);
+ 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);
+ }
+@@ -2144,10 +2180,15 @@ unsigned int Renderer11::getMaxVertexTextureImageUnits() const
+ META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS);
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ 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;
+ }
+@@ -2171,15 +2212,41 @@ 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);
+- return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
++ switch (mFeatureLevel)
++ {
++ case D3D_FEATURE_LEVEL_11_1:
++ case D3D_FEATURE_LEVEL_11_0:
++ case D3D_FEATURE_LEVEL_10_1:
++ case D3D_FEATURE_LEVEL_10_0:
++ return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
++ case D3D_FEATURE_LEVEL_9_3:
++ case D3D_FEATURE_LEVEL_9_2:
++ case D3D_FEATURE_LEVEL_9_1:
++ return MAX_VERTEX_UNIFORM_VECTORS_D3D9;
++ default:
++ UNIMPLEMENTED();
++ return 0;
++ }
+ }
+
+ 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);
+- return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
++ switch (mFeatureLevel)
++ {
++ case D3D_FEATURE_LEVEL_11_1:
++ case D3D_FEATURE_LEVEL_11_0:
++ case D3D_FEATURE_LEVEL_10_1:
++ case D3D_FEATURE_LEVEL_10_0:
++ return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
++ case D3D_FEATURE_LEVEL_9_3:
++ return 221;
++ case D3D_FEATURE_LEVEL_9_2:
++ case D3D_FEATURE_LEVEL_9_1:
++ return 29;
++ default: UNREACHABLE();
++ return 0;
++ }
+ }
+
+ unsigned int Renderer11::getMaxVaryingVectors() const
+@@ -2187,11 +2254,17 @@ unsigned int Renderer11::getMaxVaryingVectors() const
+ META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT);
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_VS_OUTPUT_REGISTER_COUNT;
+ case D3D_FEATURE_LEVEL_10_1:
++ return D3D10_1_VS_OUTPUT_REGISTER_COUNT;
+ 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;
+ }
+@@ -2201,10 +2274,15 @@ bool Renderer11::getNonPower2TextureSupport() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ 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:
++ case D3D_FEATURE_LEVEL_9_2:
++ case D3D_FEATURE_LEVEL_9_1:
++ return false;
+ default: UNREACHABLE();
+ return false;
+ }
+@@ -2214,10 +2292,15 @@ bool Renderer11::getOcclusionQuerySupport() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
++ 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;
+ }
+@@ -2227,10 +2310,15 @@ bool Renderer11::getInstancingSupport() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
++ 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;
+ }
+@@ -2248,10 +2336,15 @@ bool Renderer11::getDerivativeInstructionSupport() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
++ 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;
+ }
+@@ -2267,9 +2360,13 @@ int Renderer11::getMajorShaderModel() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ 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 4; // SM4 level 9, but treat as 4
+ default: UNREACHABLE(); return 0;
+ }
+ }
+@@ -2278,9 +2375,13 @@ int Renderer11::getMinorShaderModel() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ 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 0;
+ default: UNREACHABLE(); return 0;
+ }
+ }
+@@ -2301,11 +2402,17 @@ int Renderer11::getMaxViewportDimension() const
+
+ switch (mFeatureLevel)
+ {
+- case D3D_FEATURE_LEVEL_11_0:
++ case D3D_FEATURE_LEVEL_11_1:
++ 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;
+ }
+@@ -2315,9 +2422,13 @@ int Renderer11::getMaxTextureWidth() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ 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;
+ }
+ }
+@@ -2326,9 +2437,13 @@ int Renderer11::getMaxTextureHeight() const
+ {
+ switch (mFeatureLevel)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ 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;
+ }
+ }
+@@ -2337,9 +2452,13 @@ bool Renderer11::get32BitIndexSupport() const
+ {
+ switch (mFeatureLevel)
+ {
+- case D3D_FEATURE_LEVEL_11_0:
++ case D3D_FEATURE_LEVEL_11_1:
++ 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;
+ }
+ }
+@@ -2386,14 +2505,22 @@ 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)
+ {
++ case D3D_FEATURE_LEVEL_11_1:
+ case D3D_FEATURE_LEVEL_11_0:
+ return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
+ case D3D_FEATURE_LEVEL_10_1:
+ case D3D_FEATURE_LEVEL_10_0:
+ return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8
++ 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
+ default:
+ UNREACHABLE();
+ return 1;
+@@ -2821,7 +2948,7 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length
+
+ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type)
+ {
+- const char *profile = NULL;
++ std::string profile;
+
+ switch (type)
+ {
+@@ -2839,7 +2966,12 @@ 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/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.h
+index a7f5a39..433945d 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.h
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/Renderer11.h
+@@ -32,6 +32,7 @@ class StreamingIndexBufferInterface;
+
+ enum
+ {
++ MAX_VERTEX_UNIFORM_VECTORS_D3D9 = 254,
+ MAX_VERTEX_UNIFORM_VECTORS_D3D11 = 1024,
+ MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 = 1024
+ };
+@@ -177,6 +178,7 @@ class Renderer11 : public Renderer
+ ID3D11Device *getDevice() { return mDevice; }
+ ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
+ IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
++ D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
+
+ bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
+ void unapplyRenderTargets();
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp
+index 0797fd7..9770772 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/SwapChain11.cpp
+@@ -500,12 +500,17 @@ EGLint SwapChain11::reset(int backbufferWidth, int backbufferHeight, EGLint swap
+ ASSERT(SUCCEEDED(result));
+
+ DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {0};
+- swapChainDesc.BufferCount = 2;
+ swapChainDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
+ swapChainDesc.Width = backbufferWidth;
+ swapChainDesc.Height = backbufferHeight;
+ swapChainDesc.Stereo = FALSE;
++#if !defined(ANGLE_OS_WINPHONE)
++ swapChainDesc.BufferCount = 2;
+ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
++#else
++ swapChainDesc.BufferCount = 1;
++ swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
++#endif
+ #endif
+
+ swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/TextureStorage11.cpp
+index 408b48e..32a407a 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/TextureStorage11.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/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, Renderer11::makeRenderer11(renderer)->getFeatureLevel());
+ if (d3d11::IsDepthStencilFormat(convertedFormat))
+ {
+ mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
+@@ -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, Renderer11::makeRenderer11(renderer)->getFeatureLevel());
+ if (d3d11::IsDepthStencilFormat(convertedFormat))
+ {
+ mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.cpp
+index 13800da..0624a61 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.cpp
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/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/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h
+index 1bc48c1..70ad4fe 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/renderer11_utils.h
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/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
+diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl b/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl
+index 042ac69..cb132dc 100644
+--- a/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl
++++ b/src/3rdparty/angle/src/libGLESv2/renderer/shaders/Clear11.hlsl
+@@ -12,10 +12,12 @@ struct PS_OutputMultiple
+ float4 color1 : SV_TARGET1;
+ float4 color2 : SV_TARGET2;
+ float4 color3 : SV_TARGET3;
++#ifdef SM4
+ float4 color4 : SV_TARGET4;
+ float4 color5 : SV_TARGET5;
+ float4 color6 : SV_TARGET6;
+ float4 color7 : SV_TARGET7;
++#endif
+ };
+
+ PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4 inColor : COLOR)
+@@ -25,10 +27,12 @@ PS_OutputMultiple PS_ClearMultiple(in float4 inPosition : SV_POSITION, in float4
+ outColor.color1 = inColor;
+ outColor.color2 = inColor;
+ outColor.color3 = inColor;
++#ifdef SM4
+ outColor.color4 = inColor;
+ outColor.color5 = inColor;
+ outColor.color6 = inColor;
+ outColor.color7 = inColor;
++#endif
+ return outColor;
+ }
+
+diff --git a/src/angle/src/libGLESv2/libGLESv2.pro b/src/angle/src/libGLESv2/libGLESv2.pro
+index ff2f888..b39ce78 100644
+--- a/src/angle/src/libGLESv2/libGLESv2.pro
++++ b/src/angle/src/libGLESv2/libGLESv2.pro
+@@ -190,7 +190,7 @@ for (ps, PIXEL_SHADERS_BLIT) {
+ QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
+ }
+ for (ps, PIXEL_SHADERS_PASSTHROUGH) {
+- fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
++ fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
+ fxc_ps_$${ps}.input = PASSTHROUGH_INPUT
+ fxc_ps_$${ps}.dependency_type = TYPE_C
+@@ -199,7 +199,7 @@ for (ps, PIXEL_SHADERS_PASSTHROUGH) {
+ QMAKE_EXTRA_COMPILERS += fxc_ps_$${ps}
+ }
+ for (ps, PIXEL_SHADERS_CLEAR) {
+- fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
++ fxc_ps_$${ps}.commands = $$FXC /nologo /E PS_$$ps /T ps_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_ps_$${ps}.output = $$SHADER_DIR/$${ps}11ps.h
+ fxc_ps_$${ps}.input = CLEAR_INPUT
+ fxc_ps_$${ps}.dependency_type = TYPE_C
+@@ -217,7 +217,7 @@ for (vs, VERTEX_SHADERS_BLIT) {
+ QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
+ }
+ for (vs, VERTEX_SHADERS_PASSTHROUGH) {
+- fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
++ fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
+ fxc_vs_$${vs}.input = PASSTHROUGH_INPUT
+ fxc_vs_$${vs}.dependency_type = TYPE_C
+@@ -226,7 +226,7 @@ for (vs, VERTEX_SHADERS_PASSTHROUGH) {
+ QMAKE_EXTRA_COMPILERS += fxc_vs_$${vs}
+ }
+ for (vs, VERTEX_SHADERS_CLEAR) {
+- fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
++ fxc_vs_$${vs}.commands = $$FXC /nologo /E VS_$$vs /T vs_4_0_level_9_1 /Fh ${QMAKE_FILE_OUT} ${QMAKE_FILE_NAME}
+ fxc_vs_$${vs}.output = $$SHADER_DIR/$${vs}11vs.h
+ fxc_vs_$${vs}.input = CLEAR_INPUT
+ fxc_vs_$${vs}.dependency_type = TYPE_C
+--
+1.8.4.msysgit.0
+