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path: root/src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch
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From cda47c3e09db62c0af7d94537ec51aca5a728db9 Mon Sep 17 00:00:00 2001
From: Andrew Knight <andrew.knight@digia.com>
Date: Mon, 4 Aug 2014 23:51:59 +0300
Subject: [PATCH 10/12] ANGLE: Enable D3D11 for feature level 9 cards

Enable use of ANGLE on lower-end hardware, such as Surface RT and
Windows Phone 8.

Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4
---
 src/3rdparty/angle/src/libGLESv2/angletypes.cpp    |   4 +-
 .../src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp    |  65 +++---
 .../src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp  |   4 +-
 .../src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp   |   8 +-
 .../renderer/d3d/d3d11/PixelTransfer11.cpp         |   7 +-
 .../libGLESv2/renderer/d3d/d3d11/Renderer11.cpp    | 246 ++++++++++++++-------
 .../src/libGLESv2/renderer/d3d/d3d11/Renderer11.h  |   1 +
 .../renderer/d3d/d3d11/TextureStorage11.cpp        |   2 +-
 .../libGLESv2/renderer/d3d/d3d11/formatutils11.cpp |   4 +-
 9 files changed, 219 insertions(+), 122 deletions(-)

diff --git a/src/3rdparty/angle/src/libGLESv2/angletypes.cpp b/src/3rdparty/angle/src/libGLESv2/angletypes.cpp
index ec5521e..bc929c7 100644
--- a/src/3rdparty/angle/src/libGLESv2/angletypes.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/angletypes.cpp
@@ -23,8 +23,8 @@ SamplerState::SamplerState()
       maxAnisotropy(1.0f),
       baseLevel(0),
       maxLevel(1000),
-      minLod(-1000.0f),
-      maxLod(1000.0f),
+      minLod(-FLT_MAX),
+      maxLod(FLT_MAX),
       compareMode(GL_NONE),
       compareFunc(GL_LEQUAL),
       swizzleRed(GL_RED),
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
index 79a6543..9b0f336 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Blit11.cpp
@@ -210,7 +210,7 @@ Blit11::Blit11(rx::Renderer11 *renderer)
     pointSamplerDesc.BorderColor[2] = 0.0f;
     pointSamplerDesc.BorderColor[3] = 0.0f;
     pointSamplerDesc.MinLOD = 0.0f;
-    pointSamplerDesc.MaxLOD = 0.0f;
+    pointSamplerDesc.MaxLOD = mRenderer->isLevel9() ? FLT_MAX : 0.0f;
 
     result = device->CreateSamplerState(&pointSamplerDesc, &mPointSampler);
     ASSERT(SUCCEEDED(result));
@@ -229,7 +229,7 @@ Blit11::Blit11(rx::Renderer11 *renderer)
     linearSamplerDesc.BorderColor[2] = 0.0f;
     linearSamplerDesc.BorderColor[3] = 0.0f;
     linearSamplerDesc.MinLOD = 0.0f;
-    linearSamplerDesc.MaxLOD = 0.0f;
+    linearSamplerDesc.MaxLOD = mRenderer->isLevel9() ? FLT_MAX : 0.0f;
 
     result = device->CreateSamplerState(&linearSamplerDesc, &mLinearSampler);
     ASSERT(SUCCEEDED(result));
@@ -291,28 +291,32 @@ Blit11::Blit11(rx::Renderer11 *renderer)
     ASSERT(SUCCEEDED(result));
     d3d11::SetDebugName(mQuad2DVS, "Blit11 2D vertex shader");
 
-    result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS);
-    ASSERT(SUCCEEDED(result));
-    d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader");
-
-    D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
+    if (!renderer->isLevel9())
     {
-        { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,    0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
-        { "LAYER",    0, DXGI_FORMAT_R32_UINT,        0,  8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
-        { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
-    };
+        result = device->CreatePixelShader(g_PS_PassthroughDepth2D, ArraySize(g_PS_PassthroughDepth2D), NULL, &mDepthPS);
+        ASSERT(SUCCEEDED(result));
+        d3d11::SetDebugName(mDepthPS, "Blit11 2D depth pixel shader");
 
-    result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL);
-    ASSERT(SUCCEEDED(result));
-    d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout");
+        D3D11_INPUT_ELEMENT_DESC quad3DLayout[] =
+        {
+            { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT,    0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "LAYER",    0, DXGI_FORMAT_R32_UINT,        0,  8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+            { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+        };
 
-    result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS);
-    ASSERT(SUCCEEDED(result));
-    d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader");
+        result = device->CreateInputLayout(quad3DLayout, ArraySize(quad3DLayout), g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), &mQuad3DIL);
+        ASSERT(SUCCEEDED(result));
+        d3d11::SetDebugName(mQuad3DIL, "Blit11 3D input layout");
 
-    result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS);
-    ASSERT(SUCCEEDED(result));
-    d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader");
+        result = device->CreateVertexShader(g_VS_Passthrough3D, ArraySize(g_VS_Passthrough3D), NULL, &mQuad3DVS);
+        ASSERT(SUCCEEDED(result));
+        d3d11::SetDebugName(mQuad3DVS, "Blit11 3D vertex shader");
+
+        result = device->CreateGeometryShader(g_GS_Passthrough3D, ArraySize(g_GS_Passthrough3D), NULL, &mQuad3DGS);
+        ASSERT(SUCCEEDED(result));
+        d3d11::SetDebugName(mQuad3DGS, "Renderer11 copy 3D texture geometry shader");
+
+    }
 
     buildShaderMap();
 
@@ -970,21 +974,27 @@ void Blit11::buildShaderMap()
     ID3D11Device *device = mRenderer->getDevice();
 
     add2DBlitShaderToMap(GL_RGBA,            false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D,     "Blit11 2D RGBA pixel shader"           ));
-    add2DBlitShaderToMap(GL_RGBA_INTEGER,    false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI,   "Blit11 2D RGBA UI pixel shader"        ));
-    add2DBlitShaderToMap(GL_RGBA_INTEGER,    true,  d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI,    "Blit11 2D RGBA I pixel shader"         ));
     add2DBlitShaderToMap(GL_BGRA_EXT,        false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D,     "Blit11 2D BGRA pixel shader"           ));
     add2DBlitShaderToMap(GL_RGB,             false, d3d11::CompilePS(device, g_PS_PassthroughRGB2D,      "Blit11 2D RGB pixel shader"            ));
+    add2DBlitShaderToMap(GL_RG,              false, d3d11::CompilePS(device, g_PS_PassthroughRG2D,       "Blit11 2D RG pixel shader"             ));
+    add2DBlitShaderToMap(GL_RED,             false, d3d11::CompilePS(device, g_PS_PassthroughR2D,        "Blit11 2D R pixel shader"              ));
+    add2DBlitShaderToMap(GL_ALPHA,           false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D,     "Blit11 2D alpha pixel shader"          ));
+    add2DBlitShaderToMap(GL_LUMINANCE,       false, d3d11::CompilePS(device, g_PS_PassthroughLum2D,      "Blit11 2D lum pixel shader"            ));
+    add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
+
+    addSwizzleShaderToMap(GL_FLOAT,        D3D_SRV_DIMENSION_TEXTURE2D,      d3d11::CompilePS(device, g_PS_SwizzleF2D,       "Blit11 2D F swizzle pixel shader" ));
+
+    if (mRenderer->isLevel9())
+        return;
+
+    add2DBlitShaderToMap(GL_RGBA_INTEGER,    false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2DUI,   "Blit11 2D RGBA UI pixel shader"        ));
+    add2DBlitShaderToMap(GL_RGBA_INTEGER,    true,  d3d11::CompilePS(device, g_PS_PassthroughRGBA2DI,    "Blit11 2D RGBA I pixel shader"         ));
     add2DBlitShaderToMap(GL_RGB_INTEGER,     false, d3d11::CompilePS(device, g_PS_PassthroughRGB2DUI,    "Blit11 2D RGB UI pixel shader"         ));
     add2DBlitShaderToMap(GL_RGB_INTEGER,     true,  d3d11::CompilePS(device, g_PS_PassthroughRGB2DI,     "Blit11 2D RGB I pixel shader"          ));
-    add2DBlitShaderToMap(GL_RG,              false, d3d11::CompilePS(device, g_PS_PassthroughRG2D,       "Blit11 2D RG pixel shader"             ));
     add2DBlitShaderToMap(GL_RG_INTEGER,      false, d3d11::CompilePS(device, g_PS_PassthroughRG2DUI,     "Blit11 2D RG UI pixel shader"          ));
     add2DBlitShaderToMap(GL_RG_INTEGER,      true,  d3d11::CompilePS(device, g_PS_PassthroughRG2DI,      "Blit11 2D RG I pixel shader"           ));
-    add2DBlitShaderToMap(GL_RED,             false, d3d11::CompilePS(device, g_PS_PassthroughR2D,        "Blit11 2D R pixel shader"              ));
     add2DBlitShaderToMap(GL_RED_INTEGER,     false, d3d11::CompilePS(device, g_PS_PassthroughR2DUI,      "Blit11 2D R UI pixel shader"           ));
     add2DBlitShaderToMap(GL_RED_INTEGER,     true,  d3d11::CompilePS(device, g_PS_PassthroughR2DI,       "Blit11 2D R I pixel shader"            ));
-    add2DBlitShaderToMap(GL_ALPHA,           false, d3d11::CompilePS(device, g_PS_PassthroughRGBA2D,     "Blit11 2D alpha pixel shader"          ));
-    add2DBlitShaderToMap(GL_LUMINANCE,       false, d3d11::CompilePS(device, g_PS_PassthroughLum2D,      "Blit11 2D lum pixel shader"            ));
-    add2DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha2D, "Blit11 2D luminance alpha pixel shader"));
 
     add3DBlitShaderToMap(GL_RGBA,            false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3D,     "Blit11 3D RGBA pixel shader"           ));
     add3DBlitShaderToMap(GL_RGBA_INTEGER,    false, d3d11::CompilePS(device, g_PS_PassthroughRGBA3DUI,   "Blit11 3D UI RGBA pixel shader"        ));
@@ -1003,7 +1013,6 @@ void Blit11::buildShaderMap()
     add3DBlitShaderToMap(GL_LUMINANCE,       false, d3d11::CompilePS(device, g_PS_PassthroughLum3D,      "Blit11 3D luminance pixel shader"      ));
     add3DBlitShaderToMap(GL_LUMINANCE_ALPHA, false, d3d11::CompilePS(device, g_PS_PassthroughLumAlpha3D, "Blit11 3D luminance alpha pixel shader"));
 
-    addSwizzleShaderToMap(GL_FLOAT,        D3D_SRV_DIMENSION_TEXTURE2D,      d3d11::CompilePS(device, g_PS_SwizzleF2D,       "Blit11 2D F swizzle pixel shader" ));
     addSwizzleShaderToMap(GL_UNSIGNED_INT, D3D_SRV_DIMENSION_TEXTURE2D,      d3d11::CompilePS(device, g_PS_SwizzleUI2D,      "Blit11 2D UI swizzle pixel shader"));
     addSwizzleShaderToMap(GL_INT,          D3D_SRV_DIMENSION_TEXTURE2D,      d3d11::CompilePS(device, g_PS_SwizzleI2D,       "Blit11 2D I swizzle pixel shader" ));
 
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
index b677fb5..352da96 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Buffer11.cpp
@@ -711,7 +711,9 @@ void Buffer11::NativeBuffer11::fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, Ren
 
       case BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK:
         bufferDesc->Usage = D3D11_USAGE_DEFAULT;
-        bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_STREAM_OUTPUT;
+        bufferDesc->BindFlags = D3D11_BIND_VERTEX_BUFFER;
+        if (renderer->getMaxTransformFeedbackBuffers() > 0)
+            bufferDesc->BindFlags |= D3D11_BIND_STREAM_OUTPUT;
         bufferDesc->CPUAccessFlags = 0;
         break;
 
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
index 9cd0b7d..8db5ea2 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Clear11.cpp
@@ -105,7 +105,7 @@ Clear11::Clear11(Renderer11 *renderer)
     rsDesc.DepthBias = 0;
     rsDesc.DepthBiasClamp = 0.0f;
     rsDesc.SlopeScaledDepthBias = 0.0f;
-    rsDesc.DepthClipEnable = FALSE;
+    rsDesc.DepthClipEnable = mRenderer->isLevel9();
     rsDesc.ScissorEnable = FALSE;
     rsDesc.MultisampleEnable = FALSE;
     rsDesc.AntialiasedLineEnable = FALSE;
@@ -115,6 +115,12 @@ Clear11::Clear11(Renderer11 *renderer)
     d3d11::SetDebugName(mRasterizerState, "Clear11 masked clear rasterizer state");
 
     mFloatClearShader = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_FLOAT, g_VS_ClearFloat, g_PS_ClearFloat);
+    if (mRenderer->isLevel9()) {
+        mUintClearShader = { 0 };
+        mIntClearShader = { 0 };
+        return;
+    }
+
     mUintClearShader  = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_UINT,  g_VS_ClearUint,  g_PS_ClearUint );
     mIntClearShader   = CreateClearShader(device, DXGI_FORMAT_R32G32B32A32_SINT,  g_VS_ClearSint,  g_PS_ClearSint );
 }
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
index 67540bb..0704034 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/PixelTransfer11.cpp
@@ -89,13 +89,16 @@ PixelTransfer11::PixelTransfer11(Renderer11 *renderer)
     ASSERT(SUCCEEDED(result));
     d3d11::SetDebugName(mParamsConstantBuffer, "PixelTransfer11 constant buffer");
 
+    StructZero(&mParamsData);
+
     // init shaders
+    if (mRenderer->isLevel9())
+        return;
+
     mBufferToTextureVS = d3d11::CompileVS(device, g_VS_BufferToTexture, "BufferToTexture VS");
     mBufferToTextureGS = d3d11::CompileGS(device, g_GS_BufferToTexture, "BufferToTexture GS");
 
     buildShaderMap();
-
-    StructZero(&mParamsData);
 }
 
 PixelTransfer11::~PixelTransfer11()
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
index 36d9a8f..17a13f9 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -156,6 +156,11 @@ EGLint Renderer11::initialize()
         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
     };
 
     D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;
@@ -1114,6 +1119,84 @@ void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLv
     }
 }
 
+template<typename T>
+static void fillLineLoopIndices(GLenum type, GLsizei count, const GLvoid *indices, T *data)
+{
+    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();
+    }
+}
+
+template<typename T>
+static void fillTriangleFanIndices(GLenum type, unsigned int numTris, const GLvoid *indices, T *data)
+{
+    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();
+    }
+}
+
 void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer)
 {
     // Get the raw indices for an indexed draw
@@ -1125,10 +1208,13 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
         indices = static_cast<const GLubyte*>(storage->getData()) + offset;
     }
 
+    // TODO: some level 9 hardware supports 32-bit indices; test and store support instead
+    const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+
     if (!mLineLoopIB)
     {
         mLineLoopIB = new StreamingIndexBufferInterface(this);
-        if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
+        if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType))
         {
             delete mLineLoopIB;
             mLineLoopIB = NULL;
@@ -1141,14 +1227,15 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
     // Checked by Renderer11::applyPrimitiveType
     ASSERT(count >= 0);
 
-    if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / sizeof(unsigned int)))
+    int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int);
+    if (static_cast<unsigned int>(count) + 1 > (std::numeric_limits<unsigned int>::max() / indexTypeSize))
     {
         ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP, too many indices required.");
         return gl::error(GL_OUT_OF_MEMORY);
     }
 
-    const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * sizeof(unsigned int);
-    if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
+    const unsigned int spaceNeeded = (static_cast<unsigned int>(count) + 1) * indexTypeSize;
+    if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, indexType))
     {
         ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP.");
         return gl::error(GL_OUT_OF_MEMORY);
@@ -1162,42 +1249,12 @@ void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices,
         return gl::error(GL_OUT_OF_MEMORY);
     }
 
-    unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+    if (indexType == GL_UNSIGNED_SHORT)
+        fillLineLoopIndices(type, count, indices, reinterpret_cast<unsigned short*>(mappedMemory));
+    else
+        fillLineLoopIndices(type, count, indices, reinterpret_cast<unsigned int*>(mappedMemory));
     unsigned int indexBufferOffset = offset;
 
-    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();
-    }
-
     if (!mLineLoopIB->unmapBuffer())
     {
         ERR("Could not unmap index buffer for GL_LINE_LOOP.");
@@ -1230,10 +1287,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
         indices = static_cast<const GLubyte*>(storage->getData()) + offset;
     }
 
+    const int indexType = isLevel9() ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
+
     if (!mTriangleFanIB)
     {
         mTriangleFanIB = new StreamingIndexBufferInterface(this);
-        if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT))
+        if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, indexType))
         {
             delete mTriangleFanIB;
             mTriangleFanIB = NULL;
@@ -1248,14 +1307,15 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
 
     const unsigned int numTris = count - 2;
 
-    if (numTris > (std::numeric_limits<unsigned int>::max() / (sizeof(unsigned int) * 3)))
+    int indexTypeSize = indexType == GL_UNSIGNED_SHORT ? sizeof(unsigned short) : sizeof(unsigned int);
+    if (numTris > (std::numeric_limits<unsigned int>::max() / (indexTypeSize * 3)))
     {
         ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN, too many indices required.");
         return gl::error(GL_OUT_OF_MEMORY);
     }
 
-    const unsigned int spaceNeeded = (numTris * 3) * sizeof(unsigned int);
-    if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT))
+    const unsigned int spaceNeeded = (numTris * 3) * indexTypeSize;
+    if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, indexType))
     {
         ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN.");
         return gl::error(GL_OUT_OF_MEMORY);
@@ -1269,46 +1329,12 @@ void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indic
         return gl::error(GL_OUT_OF_MEMORY);
     }
 
-    unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory);
+    if (indexType == GL_UNSIGNED_SHORT)
+        fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned short*>(mappedMemory));
+    else
+        fillTriangleFanIndices(type, numTris, indices, reinterpret_cast<unsigned int*>(mappedMemory));
     unsigned int indexBufferOffset = offset;
 
-    switch (type)
-    {
-      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();
-    }
-
     if (!mTriangleFanIB->unmapBuffer())
     {
         ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN.");
@@ -1550,7 +1576,7 @@ void Renderer11::applyUniforms(const gl::ProgramBinary &programBinary)
     }
 
     // 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;
@@ -1700,6 +1726,11 @@ 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;
@@ -1817,6 +1848,10 @@ unsigned int Renderer11::getMaxVertexTextureImageUnits() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 0;
       default: UNREACHABLE();
         return 0;
     }
@@ -1840,14 +1875,14 @@ unsigned int Renderer11::getReservedFragmentUniformVectors() const
 unsigned int Renderer11::getMaxVertexUniformVectors() const
 {
     META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
-    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
+    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
     return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
 }
 
 unsigned int Renderer11::getMaxFragmentUniformVectors() const
 {
     META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
-    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
+    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
     return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
 }
 
@@ -1864,6 +1899,11 @@ unsigned int Renderer11::getMaxVaryingVectors() const
         return D3D10_1_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
       case D3D_FEATURE_LEVEL_10_0:
         return D3D10_VS_OUTPUT_REGISTER_COUNT - getReservedVaryings();
+      case D3D_FEATURE_LEVEL_9_3:
+        return 10 - getReservedVaryings();
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 8 - getReservedVaryings();
       default: UNREACHABLE();
         return 0;
     }
@@ -1881,6 +1921,10 @@ unsigned int Renderer11::getMaxVertexShaderUniformBuffers() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedVertexUniformBuffers();
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 0;
       default: UNREACHABLE();
         return 0;
     }
@@ -1898,6 +1942,10 @@ unsigned int Renderer11::getMaxFragmentShaderUniformBuffers() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - getReservedFragmentUniformBuffers();
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 0;
       default: UNREACHABLE();
         return 0;
     }
@@ -1935,6 +1983,10 @@ unsigned int Renderer11::getMaxTransformFeedbackBuffers() const
         return D3D10_1_SO_BUFFER_SLOT_COUNT;
       case D3D_FEATURE_LEVEL_10_0:
         return D3D10_SO_BUFFER_SLOT_COUNT;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 0;
       default: UNREACHABLE();
         return 0;
     }
@@ -1951,6 +2003,10 @@ unsigned int Renderer11::getMaxTransformFeedbackSeparateComponents() const
         // D3D 10 and 10.1 only allow one output per output slot if an output slot other than zero
         // is used.
         return 4;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 0;
       default: UNREACHABLE();
         return 0;
     }
@@ -1973,6 +2029,10 @@ unsigned int Renderer11::getMaxUniformBufferSize() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT * bytesPerComponent;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 0;
       default: UNREACHABLE();
         return 0;
     }
@@ -2021,7 +2081,11 @@ int Renderer11::getMajorShaderModel() const
     {
       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_10_0:
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+                                   return D3D10_SHADER_MAJOR_VERSION;   // 4
       default: UNREACHABLE();      return 0;
     }
 }
@@ -2032,7 +2096,10 @@ int Renderer11::getMinorShaderModel() const
     {
       case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION;   // 0
       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
-      case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION;   // 0
+      case D3D_FEATURE_LEVEL_10_0:
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:  return D3D10_SHADER_MINOR_VERSION;   // 0
       default: UNREACHABLE();      return 0;
     }
 }
@@ -2615,6 +2682,15 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
       case D3D_FEATURE_LEVEL_10_0:
         profileVersion = "4_0";
         break;
+      case D3D_FEATURE_LEVEL_9_3:
+        profileVersion = "4_0_level_9_3";
+        break;
+      case D3D_FEATURE_LEVEL_9_2:
+        profileVersion = "4_0_level_9_2";
+        break;
+      case D3D_FEATURE_LEVEL_9_1:
+        profileVersion = "4_0_level_9_1";
+        break;
       default:
         UNREACHABLE();
         return NULL;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
index 618972d..a31f15e 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
@@ -199,6 +199,7 @@ class Renderer11 : public Renderer
     ID3D11Device *getDevice() { return mDevice; }
     ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
     IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+    bool isLevel9() { return mFeatureLevel <= D3D_FEATURE_LEVEL_9_3; }
 
     Blit11 *getBlitter() { return mBlit; }
 
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
index 65e0e63..00b81b7 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/TextureStorage11.cpp
@@ -441,7 +441,7 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, GLenum internalform
         D3D11_TEXTURE2D_DESC desc;
         desc.Width = width;      // Compressed texture size constraints?
         desc.Height = height;
-        desc.MipLevels = ((levels > 0) ? (mTopLevel + levels) : 0);
+        desc.MipLevels = mRenderer->isLevel9() ? 1 : ((levels > 0) ? (mTopLevel + levels) : 0);
         desc.ArraySize = 1;
         desc.Format = mTextureFormat;
         desc.SampleDesc.Count = 1;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
index a300c2e..c991fd4 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/d3d11/formatutils11.cpp
@@ -106,7 +106,7 @@ static D3D11ES3FormatMap BuildD3D11FormatMap()
 
     // From GL_EXT_texture_storage
     //                           | GL internal format       |               | D3D11 texture format          | D3D11 SRV format                    | D3D11 RTV format              | D3D11 DSV format               |
-    map.insert(D3D11ES3FormatPair(GL_ALPHA8_EXT,             D3D11FormatInfo(DXGI_FORMAT_A8_UNORM,           DXGI_FORMAT_A8_UNORM,                 DXGI_FORMAT_A8_UNORM,           DXGI_FORMAT_UNKNOWN             )));
+    map.insert(D3D11ES3FormatPair(GL_ALPHA8_EXT,             D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM,     DXGI_FORMAT_R8G8B8A8_UNORM,           DXGI_FORMAT_R8G8B8A8_UNORM,           DXGI_FORMAT_UNKNOWN             )));
     map.insert(D3D11ES3FormatPair(GL_LUMINANCE8_EXT,         D3D11FormatInfo(DXGI_FORMAT_R8G8B8A8_UNORM,     DXGI_FORMAT_R8G8B8A8_UNORM,           DXGI_FORMAT_R8G8B8A8_UNORM,     DXGI_FORMAT_UNKNOWN             )));
     map.insert(D3D11ES3FormatPair(GL_ALPHA32F_EXT,           D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT,       DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN             )));
     map.insert(D3D11ES3FormatPair(GL_LUMINANCE32F_EXT,       D3D11FormatInfo(DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT,       DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_UNKNOWN             )));
@@ -309,7 +309,7 @@ D3D11LoadFunctionMap buildD3D11LoadFunctionMap()
     insertLoadFunction(&map, GL_ALPHA,              GL_HALF_FLOAT_OES,                 LoadA16FToRGBA16F                    );
 
     // From GL_EXT_texture_storage
-    insertLoadFunction(&map, GL_ALPHA8_EXT,             GL_UNSIGNED_BYTE,              LoadToNative<GLubyte, 1>             );
+    insertLoadFunction(&map, GL_ALPHA8_EXT,             GL_UNSIGNED_BYTE,              LoadA8ToBGRA8                        );
     insertLoadFunction(&map, GL_LUMINANCE8_EXT,         GL_UNSIGNED_BYTE,              LoadL8ToRGBA8                        );
     insertLoadFunction(&map, GL_LUMINANCE8_ALPHA8_EXT,  GL_UNSIGNED_BYTE,              LoadLA8ToRGBA8                       );
     insertLoadFunction(&map, GL_ALPHA32F_EXT,           GL_FLOAT,                      LoadA32FToRGBA32F                    );
-- 
1.9.0.msysgit.0