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From 6f98a957829fd37106fb1f1c9f43a5bad626cdfc Mon Sep 17 00:00:00 2001
From: Andrew Knight <andrew.knight@intopalo.com>
Date: Wed, 25 Mar 2015 20:21:33 +0200
Subject: [PATCH 2/5] ANGLE: Fix compilation with MinGW

This adds definition guards for Direct3D 11 and DirectX SDK layers, which
are only available in very recent versions (4.9.2 rev 4) of MinGW builds.
It additionally adds a few missing includes needed for compilation.

Change-Id: I254c208209c0071fae5efb6727f2b3cfd5542da6
---
 src/3rdparty/angle/src/common/mathutil.h           |   4 +
 src/3rdparty/angle/src/common/platform.h           |  10 +-
 src/3rdparty/angle/src/libANGLE/angletypes.h       |   1 +
 .../src/libANGLE/renderer/d3d/HLSLCompiler.cpp     |   9 ++
 .../src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp   |   6 +
 .../src/libANGLE/renderer/d3d/d3d11/Clear11.cpp    |   4 +
 .../renderer/d3d/d3d11/DebugAnnotator11.cpp        |  10 ++
 .../libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h |   2 +
 .../src/libANGLE/renderer/d3d/d3d11/Query11.cpp    |   7 +
 .../src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp |  83 +++++++++--
 .../src/libANGLE/renderer/d3d/d3d11/Renderer11.h   |   3 +-
 .../renderer/d3d/d3d11/renderer11_utils.cpp        | 152 +++++++++++++++++++++
 .../src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp   |   4 +-
 13 files changed, 283 insertions(+), 12 deletions(-)

diff --git a/src/3rdparty/angle/src/common/mathutil.h b/src/3rdparty/angle/src/common/mathutil.h
index e096b1a..1015bd2 100644
--- a/src/3rdparty/angle/src/common/mathutil.h
+++ b/src/3rdparty/angle/src/common/mathutil.h
@@ -119,6 +119,9 @@ inline bool supportsSSE2()
         return supports;
     }
 
+#if defined(__GNUC__)
+    supports = __builtin_cpu_supports("sse2");
+#else
     int info[4];
     __cpuid(info, 0);
 
@@ -128,6 +131,7 @@ inline bool supportsSSE2()
 
         supports = (info[3] >> 26) & 1;
     }
+#endif
 
     checked = true;
 
diff --git a/src/3rdparty/angle/src/common/platform.h b/src/3rdparty/angle/src/common/platform.h
index 4e3851c..be4cb94 100644
--- a/src/3rdparty/angle/src/common/platform.h
+++ b/src/3rdparty/angle/src/common/platform.h
@@ -59,9 +59,17 @@
 #   if defined(ANGLE_ENABLE_D3D11)
 #       include <d3d10_1.h>
 #       include <d3d11.h>
-#       include <d3d11_1.h>
 #       include <dxgi.h>
+#      if defined(__MINGW32__) && !defined(__d3d11sdklayers_h__)
+#          define ANGLE_MINGW32_COMPAT
+#      endif
+#      if defined(_MSC_VER) && _MSC_VER >= 1800
+#          define ANGLE_ENABLE_D3D11_1
+#      endif
+#      if defined(ANGLE_ENABLE_D3D11_1)
+#       include <d3d11_1.h>
 #       include <dxgi1_2.h>
+#      endif
 #       include <d3dcompiler.h>
 #   endif
 
diff --git a/src/3rdparty/angle/src/libANGLE/angletypes.h b/src/3rdparty/angle/src/libANGLE/angletypes.h
index a5f471d..e4e08b5 100644
--- a/src/3rdparty/angle/src/libANGLE/angletypes.h
+++ b/src/3rdparty/angle/src/libANGLE/angletypes.h
@@ -13,6 +13,7 @@
 #include "libANGLE/RefCountObject.h"
 
 #include <stdint.h>
+#include <float.h>
 
 namespace gl
 {
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp
index d709dca..9c72d6f 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/HLSLCompiler.cpp
@@ -22,6 +22,15 @@ namespace
 
 #define CREATE_COMPILER_FLAG_INFO(flag) { flag, #flag }
 
+#if defined(ANGLE_MINGW32_COMPAT)
+#ifndef D3DCOMPILE_RESERVED16
+#define D3DCOMPILE_RESERVED16 0x10000
+#endif
+#ifndef D3DCOMPILE_RESERVED17
+#define D3DCOMPILE_RESERVED17 0x20000
+#endif
+#endif
+
 struct CompilerFlagInfo
 {
     UINT mFlag;
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
index 3b36c64..d56b0ea 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Buffer11.cpp
@@ -12,6 +12,12 @@
 #include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
 #include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
 
+#if defined(ANGLE_MINGW32_COMPAT)
+typedef enum D3D11_MAP_FLAG {
+    D3D11_MAP_FLAG_DO_NOT_WAIT = 0x100000
+} D3D11_MAP_FLAG;
+#endif
+
 namespace rx
 {
 
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
index ae373f5..057c3be 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Clear11.cpp
@@ -133,12 +133,14 @@ Clear11::Clear11(Renderer11 *renderer)
         mIntClearShader   = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT,  g_VS_ClearSint,  g_PS_ClearSint );
     }
 
+#if defined(ANGLE_ENABLE_D3D11_1)
     if (renderer->getDeviceContext1IfSupported())
     {
         D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
         device->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
         mSupportsClearView = (d3d11Options.ClearView != FALSE);
     }
+#endif
 }
 
 Clear11::~Clear11()
@@ -321,6 +323,7 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl
 
                 if (needScissoredClear)
                 {
+#if defined(ANGLE_ENABLE_D3D11_1)
                     // We shouldn't reach here if deviceContext1 is unavailable.
                     ASSERT(deviceContext1);
 
@@ -331,6 +334,7 @@ gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl
                     rect.bottom = clearParams.scissor.y + clearParams.scissor.height;
 
                     deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
+#endif
                 }
                 else
                 {
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp
index fcca904..f1fe2bb 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.cpp
@@ -27,7 +27,9 @@ DebugAnnotator11::~DebugAnnotator11()
 {
     if (mInitialized)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
         SafeRelease(mUserDefinedAnnotation);
+#endif
 
 #if !defined(ANGLE_ENABLE_WINDOWS_STORE)
         FreeLibrary(mD3d11Module);
@@ -39,21 +41,27 @@ void DebugAnnotator11::beginEvent(const std::wstring &eventName)
 {
     initializeDevice();
 
+#if defined(ANGLE_ENABLE_D3D11_1)
     mUserDefinedAnnotation->BeginEvent(eventName.c_str());
+#endif
 }
 
 void DebugAnnotator11::endEvent()
 {
     initializeDevice();
 
+#if defined(ANGLE_ENABLE_D3D11_1)
     mUserDefinedAnnotation->EndEvent();
+#endif
 }
 
 void DebugAnnotator11::setMarker(const std::wstring &markerName)
 {
     initializeDevice();
 
+#if defined(ANGLE_ENABLE_D3D11_1)
     mUserDefinedAnnotation->SetMarker(markerName.c_str());
+#endif
 }
 
 bool DebugAnnotator11::getStatus()
@@ -96,8 +104,10 @@ void DebugAnnotator11::initializeDevice()
         hr = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_NULL, nullptr, 0, nullptr, 0, D3D11_SDK_VERSION, &device, nullptr, &context);
         ASSERT(SUCCEEDED(hr));
 
+#if defined(ANGLE_ENABLE_D3D11_1)
         mUserDefinedAnnotation = d3d11::DynamicCastComObject<ID3DUserDefinedAnnotation>(context);
         ASSERT(mUserDefinedAnnotation != nullptr);
+#endif
 
         SafeRelease(device);
         SafeRelease(context);
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h
index 0638364..3df62b0 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/DebugAnnotator11.h
@@ -11,6 +11,8 @@
 
 #include "common/debug.h"
 
+struct ID3DUserDefinedAnnotation;
+
 namespace rx
 {
 
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp
index e010190..4979ff5 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Query11.cpp
@@ -13,6 +13,13 @@
 
 #include <GLES2/gl2ext.h>
 
+#if defined(ANGLE_MINGW32_COMPAT)
+typedef struct D3D11_QUERY_DATA_SO_STATISTICS {
+  UINT64 NumPrimitivesWritten;
+  UINT64 PrimitivesStorageNeeded;
+} D3D11_QUERY_DATA_SO_STATISTICS;
+#endif
+
 namespace rx
 {
 
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
index dbed23f..5291a3a 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.cpp
@@ -62,6 +62,67 @@
 #define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1
 #endif
 
+#ifndef __d3d11sdklayers_h__
+#define D3D11_MESSAGE_CATEGORY UINT
+#define D3D11_MESSAGE_SEVERITY UINT
+#define D3D11_MESSAGE_ID UINT
+struct D3D11_MESSAGE;
+typedef struct D3D11_INFO_QUEUE_FILTER_DESC
+{
+    UINT NumCategories;
+    D3D11_MESSAGE_CATEGORY *pCategoryList;
+    UINT NumSeverities;
+    D3D11_MESSAGE_SEVERITY *pSeverityList;
+    UINT NumIDs;
+    D3D11_MESSAGE_ID *pIDList;
+} D3D11_INFO_QUEUE_FILTER_DESC;
+typedef struct D3D11_INFO_QUEUE_FILTER
+{
+    D3D11_INFO_QUEUE_FILTER_DESC AllowList;
+    D3D11_INFO_QUEUE_FILTER_DESC DenyList;
+} D3D11_INFO_QUEUE_FILTER;
+static const IID IID_ID3D11InfoQueue = { 0x6543dbb6, 0x1b48, 0x42f5, 0xab, 0x82, 0xe9, 0x7e, 0xc7, 0x43, 0x26, 0xf6 };
+MIDL_INTERFACE("6543dbb6-1b48-42f5-ab82-e97ec74326f6") ID3D11InfoQueue : public IUnknown
+{
+public:
+    virtual HRESULT __stdcall SetMessageCountLimit(UINT64) = 0;
+    virtual void __stdcall ClearStoredMessages() = 0;
+    virtual HRESULT __stdcall GetMessage(UINT64, D3D11_MESSAGE *, SIZE_T *) = 0;
+    virtual UINT64 __stdcall GetNumMessagesAllowedByStorageFilter() = 0;
+    virtual UINT64 __stdcall GetNumMessagesDeniedByStorageFilter() = 0;
+    virtual UINT64 __stdcall GetNumStoredMessages() = 0;
+    virtual UINT64 __stdcall GetNumStoredMessagesAllowedByRetrievalFilter() = 0;
+    virtual UINT64 __stdcall GetNumMessagesDiscardedByMessageCountLimit() = 0;
+    virtual UINT64 __stdcall GetMessageCountLimit() = 0;
+    virtual HRESULT __stdcall AddStorageFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
+    virtual HRESULT __stdcall GetStorageFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
+    virtual void __stdcall ClearStorageFilter() = 0;
+    virtual HRESULT __stdcall PushEmptyStorageFilter() = 0;
+    virtual HRESULT __stdcall PushCopyOfStorageFilter() = 0;
+    virtual HRESULT __stdcall PushStorageFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
+    virtual void __stdcall PopStorageFilter() = 0;
+    virtual UINT __stdcall GetStorageFilterStackSize() = 0;
+    virtual HRESULT __stdcall AddRetrievalFilterEntries(D3D11_INFO_QUEUE_FILTER *) = 0;
+    virtual HRESULT __stdcall GetRetrievalFilter(D3D11_INFO_QUEUE_FILTER *, SIZE_T *) = 0;
+    virtual void __stdcall ClearRetrievalFilter() = 0;
+    virtual HRESULT __stdcall PushEmptyRetrievalFilter() = 0;
+    virtual HRESULT __stdcall PushCopyOfRetrievalFilter() = 0;
+    virtual HRESULT __stdcall PushRetrievalFilter(D3D11_INFO_QUEUE_FILTER *) = 0;
+    virtual void __stdcall PopRetrievalFilter() = 0;
+    virtual UINT __stdcall GetRetrievalFilterStackSize() = 0;
+    virtual HRESULT __stdcall AddMessage(D3D11_MESSAGE_CATEGORY, D3D11_MESSAGE_SEVERITY, D3D11_MESSAGE_ID, LPCSTR) = 0;
+    virtual HRESULT __stdcall AddApplicationMessage(D3D11_MESSAGE_SEVERITY, LPCSTR) = 0;
+    virtual HRESULT __stdcall SetBreakOnCategory(D3D11_MESSAGE_CATEGORY, BOOL) = 0;
+    virtual HRESULT __stdcall SetBreakOnSeverity(D3D11_MESSAGE_SEVERITY, BOOL) = 0;
+    virtual HRESULT __stdcall SetBreakOnID(D3D11_MESSAGE_ID, BOOL) = 0;
+    virtual BOOL __stdcall GetBreakOnCategory(D3D11_MESSAGE_CATEGORY) = 0;
+    virtual BOOL __stdcall GetBreakOnSeverity(D3D11_MESSAGE_SEVERITY) = 0;
+    virtual BOOL __stdcall GetBreakOnID(D3D11_MESSAGE_ID) = 0;
+    virtual void __stdcall SetMuteDebugOutput(BOOL) = 0;
+    virtual BOOL __stdcall GetMuteDebugOutput() = 0;
+};
+#endif
+
 namespace rx
 {
 
@@ -164,8 +225,7 @@ void CalculateConstantBufferParams(GLintptr offset, GLsizeiptr size, UINT *outFi
 
 Renderer11::Renderer11(egl::Display *display)
     : RendererD3D(display),
-      mStateCache(this),
-      mDebug(nullptr)
+      mStateCache(this)
 {
     // Initialize global annotator
     gl::InitializeDebugAnnotations(&mAnnotator);
@@ -398,7 +458,9 @@ egl::Error Renderer11::initialize()
     // Cast the DeviceContext to a DeviceContext1.
     // This could fail on Windows 7 without the Platform Update.
     // Don't error in this case- just don't use mDeviceContext1.
+#if defined(ANGLE_ENABLE_D3D11_1)
     mDeviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(mDeviceContext);
+#endif
 
     IDXGIDevice *dxgiDevice = NULL;
     result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice);
@@ -421,6 +483,7 @@ egl::Error Renderer11::initialize()
 
     SafeRelease(dxgiDevice);
 
+#if defined(ANGLE_ENABLE_D3D11_1)
     IDXGIAdapter2 *dxgiAdapter2 = d3d11::DynamicCastComObject<IDXGIAdapter2>(mDxgiAdapter);
 
     // On D3D_FEATURE_LEVEL_9_*, IDXGIAdapter::GetDesc returns "Software Adapter" for the description string.
@@ -447,6 +510,7 @@ egl::Error Renderer11::initialize()
     }
 
     SafeRelease(dxgiAdapter2);
+#endif
 
     memset(mDescription, 0, sizeof(mDescription));
     wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1);
@@ -463,7 +527,7 @@ egl::Error Renderer11::initialize()
     // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log
 #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG)
     ID3D11InfoQueue *infoQueue;
-    result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue),  (void **)&infoQueue);
+    result = mDevice->QueryInterface(IID_ID3D11InfoQueue,  (void **)&infoQueue);
 
     if (SUCCEEDED(result))
     {
@@ -481,10 +545,6 @@ egl::Error Renderer11::initialize()
     }
 #endif
 
-#if !defined(NDEBUG)
-    mDebug = d3d11::DynamicCastComObject<ID3D11Debug>(mDevice);
-#endif
-
     initializeDevice();
 
     return egl::Error(EGL_SUCCESS);
@@ -525,12 +585,14 @@ void Renderer11::initializeDevice()
 
     const gl::Caps &rendererCaps = getRendererCaps();
 
+#if defined(ANGLE_ENABLE_D3D11_1)
     if (getDeviceContext1IfSupported())
     {
         D3D11_FEATURE_DATA_D3D11_OPTIONS d3d11Options;
         mDevice->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &d3d11Options, sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
         mSupportsConstantBufferOffsets = (d3d11Options.ConstantBufferOffsetting != FALSE);
     }
+#endif
 
     mForceSetVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
     mCurVertexSamplerStates.resize(rendererCaps.maxVertexTextureImageUnits);
@@ -853,6 +915,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
                 mCurrentConstantBufferVSOffset[uniformBufferIndex] != uniformBufferOffset ||
                 mCurrentConstantBufferVSSize[uniformBufferIndex] != uniformBufferSize)
             {
+#if defined(ANGLE_ENABLE_D3D11_1)
                 if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
                 {
                     UINT firstConstant = 0, numConstants = 0;
@@ -861,6 +924,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
                                                            1, &constantBuffer, &firstConstant, &numConstants);
                 }
                 else
+#endif
                 {
                     ASSERT(uniformBufferOffset == 0);
                     mDeviceContext->VSSetConstantBuffers(getReservedVertexUniformBuffers() + uniformBufferIndex,
@@ -901,6 +965,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
                 mCurrentConstantBufferPSOffset[uniformBufferIndex] != uniformBufferOffset ||
                 mCurrentConstantBufferPSSize[uniformBufferIndex] != uniformBufferSize)
             {
+#if defined(ANGLE_ENABLE_D3D11_1)
                 if (mSupportsConstantBufferOffsets && uniformBufferSize != 0)
                 {
                     UINT firstConstant = 0, numConstants = 0;
@@ -909,6 +974,7 @@ gl::Error Renderer11::setUniformBuffers(const gl::Data &data,
                                                            1, &constantBuffer, &firstConstant, &numConstants);
                 }
                 else
+#endif
                 {
                     ASSERT(uniformBufferOffset == 0);
                     mDeviceContext->PSSetConstantBuffers(getReservedFragmentUniformBuffers() + uniformBufferIndex,
@@ -2194,7 +2260,9 @@ void Renderer11::release()
     SafeRelease(mDxgiFactory);
     SafeRelease(mDxgiAdapter);
 
+#if defined(ANGLE_ENABLE_D3D11_1)
     SafeRelease(mDeviceContext1);
+#endif
 
     if (mDeviceContext)
     {
@@ -2204,7 +2272,6 @@ void Renderer11::release()
     }
 
     SafeRelease(mDevice);
-    SafeRelease(mDebug);
 
     if (mD3d11Module)
     {
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
index d1fec55..cc7d6c2 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/Renderer11.h
@@ -20,6 +20,8 @@
 #include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h"
 #include "libANGLE/renderer/d3d/d3d11/RenderStateCache.h"
 
+struct ID3D11DeviceContext1;
+
 namespace gl
 {
 class FramebufferAttachment;
@@ -390,7 +392,6 @@ class Renderer11 : public RendererD3D
     DXGI_ADAPTER_DESC mAdapterDescription;
     char mDescription[128];
     DXGIFactory *mDxgiFactory;
-    ID3D11Debug *mDebug;
 
     DebugAnnotator11 mAnnotator;
 };
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
index 70b2b79..63085f4 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp
@@ -20,6 +20,88 @@
 
 #include <algorithm>
 
+#ifndef D3D_FL9_1_DEFAULT_MAX_ANISOTROPY
+#  define D3D_FL9_1_DEFAULT_MAX_ANISOTROPY 2
+#endif
+#ifndef D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT
+#  define D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT 1
+#endif
+#ifndef D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT
+#  define D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT 4
+#endif
+#ifndef D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT
+#  define D3D_FL9_1_IA_PRIMITIVE_MAX_COUNT 65535
+#endif
+#ifndef D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT
+#  define D3D_FL9_2_IA_PRIMITIVE_MAX_COUNT 1048575
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION
+#  define D3D_FL9_1_REQ_TEXTURECUBE_DIMENSION 512
+#endif
+#ifndef D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION
+#  define D3D_FL9_3_REQ_TEXTURECUBE_DIMENSION 4096
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION
+#  define D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION 2048
+#endif
+#ifndef D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION
+#  define D3D_FL9_1_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 256
+#endif
+#ifndef D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION
+#  define D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION 4096
+#endif
+#ifndef D3D11_REQ_TEXTURECUBE_DIMENSION
+#  define D3D11_REQ_TEXTURECUBE_DIMENSION 16384
+#endif
+#ifndef D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION
+#  define D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION 2048
+#endif
+#ifndef D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION
+#  define D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION 2048
+#endif
+#ifndef D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP
+#  define D3D11_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP 32
+#endif
+#ifndef D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP
+#  define D3D11_REQ_DRAW_VERTEX_COUNT_2_TO_EXP 32
+#endif
+#ifndef D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT
+#  define D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT 32
+#endif
+#ifndef D3D11_STANDARD_VERTEX_ELEMENT_COUNT
+#  define D3D11_STANDARD_VERTEX_ELEMENT_COUNT 32
+#endif
+#ifndef D3D10_1_SO_BUFFER_SLOT_COUNT
+#  define D3D10_1_SO_BUFFER_SLOT_COUNT 4
+#endif
+#ifndef D3D11_SO_BUFFER_SLOT_COUNT
+#  define D3D11_SO_BUFFER_SLOT_COUNT 4
+#endif
+#ifndef D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT
+#  define D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT 14
+#endif
+#ifndef D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT
+#  define D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT 16
+#endif
+#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
+#  define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE -8
+#endif
+#ifndef D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
+#  define D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE 7
+#endif
+#ifndef D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT
+#  define D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT 4096
+#endif
+#ifndef D3D11_PS_INPUT_REGISTER_COUNT
+#  define D3D11_PS_INPUT_REGISTER_COUNT 32
+#endif
+#ifndef D3D10_1_VS_OUTPUT_REGISTER_COUNT
+#  define D3D10_1_VS_OUTPUT_REGISTER_COUNT 32
+#endif
+#if defined(ANGLE_MINGW32_COMPAT)
+static const IID WKPDID_D3DDebugObjectName = { 0x429b8c22, 0x9188, 0x4b0c, 0x87, 0x42, 0xac, 0xb0, 0xbf, 0x85, 0xc2, 0x00 };
+#endif
+
 namespace rx
 {
 
@@ -232,7 +314,9 @@ GLint GetMaximumClientVersion(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return 3;
@@ -298,7 +382,9 @@ static bool GetNPOTTextureSupport(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return true;
@@ -316,7 +402,9 @@ static float GetMaximumAnisotropy(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -336,7 +424,9 @@ static bool GetOcclusionQuerySupport(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return true;
@@ -356,7 +446,9 @@ static bool GetEventQuerySupport(D3D_FEATURE_LEVEL featureLevel)
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
@@ -374,7 +466,9 @@ static bool GetInstancingSupport(D3D_FEATURE_LEVEL featureLevel)
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return true;
@@ -397,7 +491,9 @@ static bool GetFramebufferMultisampleSupport(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return true;
@@ -414,7 +510,9 @@ static bool GetFramebufferBlitSupport(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return true;
@@ -437,7 +535,9 @@ static bool GetDerivativeInstructionSupport(D3D_FEATURE_LEVEL featureLevel)
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
@@ -453,7 +553,9 @@ static bool GetShaderTextureLODSupport(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return true;
@@ -472,7 +574,9 @@ static size_t GetMaximumSimultaneousRenderTargets(D3D_FEATURE_LEVEL featureLevel
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -490,7 +594,9 @@ static size_t GetMaximum2DTextureSize(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -508,7 +614,9 @@ static size_t GetMaximumCubeMapTextureSize(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURECUBE_DIMENSION;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -526,7 +634,9 @@ static size_t GetMaximum2DTextureArraySize(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -544,7 +654,9 @@ static size_t GetMaximum3DTextureSize(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE3D_U_V_OR_W_DIMENSION;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -562,7 +674,9 @@ static size_t GetMaximumViewportSize(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_VIEWPORT_BOUNDS_MAX;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -586,7 +700,9 @@ static size_t GetMaximumDrawIndexedIndexCount(D3D_FEATURE_LEVEL featureLevel)
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
@@ -608,7 +724,9 @@ static size_t GetMaximumDrawVertexCount(D3D_FEATURE_LEVEL featureLevel)
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return std::numeric_limits<GLint>::max();
@@ -625,7 +743,9 @@ static size_t GetMaximumVertexInputSlots(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_STANDARD_VERTEX_ELEMENT_COUNT;
 
       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_STANDARD_VERTEX_ELEMENT_COUNT;
@@ -645,7 +765,9 @@ static size_t GetMaximumVertexUniformVectors(D3D_FEATURE_LEVEL featureLevel)
     // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -670,7 +792,9 @@ static size_t GetMaximumVertexUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedVertexUniformBuffers();
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -698,7 +822,9 @@ static size_t GetReservedVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
       // We must reserve one output vector for dx_Position.
       // We also reserve one for gl_Position, which we unconditionally output on Feature Levels 10_0+,
       // even if it's unused in the shader (e.g. for transform feedback). TODO: This could be improved.
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return 2;
@@ -720,7 +846,9 @@ static size_t GetMaximumVertexOutputVectors(D3D_FEATURE_LEVEL featureLevel)
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
 
       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_VS_OUTPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
@@ -739,7 +867,9 @@ static size_t GetMaximumVertexTextureUnits(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -761,7 +891,9 @@ static size_t GetMaximumPixelUniformVectors(D3D_FEATURE_LEVEL featureLevel)
     // TODO(geofflang): Remove hard-coded limit once the gl-uniform-arrays test can pass
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return 1024; // D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -786,7 +918,9 @@ static size_t GetMaximumPixelUniformBlocks(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - GetReservedPixelUniformBuffers();
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -805,7 +939,9 @@ static size_t GetMaximumPixelInputVectors(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_PS_INPUT_REGISTER_COUNT - GetReservedVertexOutputVectors(featureLevel);
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -824,7 +960,9 @@ static size_t GetMaximumPixelTextureUnits(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -843,7 +981,9 @@ static int GetMinimumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -862,7 +1002,9 @@ static int GetMaximumTexelOffset(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return D3D11_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE;
@@ -885,7 +1027,9 @@ static size_t GetMaximumConstantBufferSize(D3D_FEATURE_LEVEL featureLevel)
 
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -904,7 +1048,9 @@ static size_t GetMaximumStreamOutputBuffers(D3D_FEATURE_LEVEL featureLevel)
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return D3D11_SO_BUFFER_SLOT_COUNT;
 
       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SO_BUFFER_SLOT_COUNT;
@@ -922,7 +1068,9 @@ static size_t GetMaximumStreamOutputInterleavedComponents(D3D_FEATURE_LEVEL feat
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0:
 
       case D3D_FEATURE_LEVEL_10_1:
@@ -940,7 +1088,9 @@ static size_t GetMaximumStreamOutputSeparateComponents(D3D_FEATURE_LEVEL feature
 {
     switch (featureLevel)
     {
+#if defined(ANGLE_ENABLE_D3D11_1)
       case D3D_FEATURE_LEVEL_11_1:
+#endif
       case D3D_FEATURE_LEVEL_11_0: return GetMaximumStreamOutputInterleavedComponents(featureLevel) /
                                           GetMaximumStreamOutputBuffers(featureLevel);
 
@@ -1054,6 +1204,7 @@ void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::
 
     // Setting a large alignment forces uniform buffers to bind with zero offset
     caps->uniformBufferOffsetAlignment = static_cast<GLuint>(std::numeric_limits<GLint>::max());
+#if defined(ANGLE_ENABLE_D3D11_1)
     ID3D11DeviceContext1 *deviceContext1 = d3d11::DynamicCastComObject<ID3D11DeviceContext1>(deviceContext);
 
     if (deviceContext1)
@@ -1070,6 +1221,7 @@ void GenerateCaps(ID3D11Device *device, ID3D11DeviceContext *deviceContext, gl::
 
         SafeRelease(deviceContext1);
     }
+#endif
 
     caps->maxCombinedUniformBlocks = caps->maxVertexUniformBlocks + caps->maxFragmentUniformBlocks;
     caps->maxCombinedVertexUniformComponents = (static_cast<GLint64>(caps->maxVertexUniformBlocks) * static_cast<GLint64>(caps->maxUniformBlockSize / 4)) +
diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp
index c59808d..bf1c367 100644
--- a/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp
+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/d3d9/Renderer9.cpp
@@ -206,7 +206,7 @@ egl::Error Renderer9::initialize()
     {
         TRACE_EVENT0("gpu", "D3d9Ex_QueryInterface");
         ASSERT(mD3d9Ex);
-        mD3d9Ex->QueryInterface(__uuidof(IDirect3D9), reinterpret_cast<void**>(&mD3d9));
+        mD3d9Ex->QueryInterface(IID_IDirect3D9, reinterpret_cast<void**>(&mD3d9));
         ASSERT(mD3d9);
     }
     else
@@ -314,7 +314,7 @@ egl::Error Renderer9::initialize()
     if (mD3d9Ex)
     {
         TRACE_EVENT0("gpu", "mDevice_QueryInterface");
-        result = mDevice->QueryInterface(__uuidof(IDirect3DDevice9Ex), (void**)&mDeviceEx);
+        result = mDevice->QueryInterface(IID_IDirect3DDevice9Ex, (void**)&mDeviceEx);
         ASSERT(SUCCEEDED(result));
     }
 
-- 
2.1.4