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path: root/src/angle/patches/0010-ANGLE-Enable-D3D11-for-feature-level-9-cards.patch
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From e84f947df4ae095eae600550749b3a4e8de5ee8b Mon Sep 17 00:00:00 2001
From: Andrew Knight <andrew.knight@digia.com>
Date: Thu, 20 Feb 2014 16:51:36 +0200
Subject: [PATCH] ANGLE: Enable D3D11 for feature level 9 cards

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

Based on https://codereview.appspot.com/12917046/

Change-Id: Ice536802e4eedc1d264abd0dd65960638fce59e4
---
 .../angle/src/libGLESv2/renderer/d3d11/Image11.cpp |  7 +-
 .../libGLESv2/renderer/d3d11/RenderStateCache.cpp  |  5 +-
 .../src/libGLESv2/renderer/d3d11/Renderer11.cpp    | 90 ++++++++++++++++++++--
 .../src/libGLESv2/renderer/d3d11/Renderer11.h      |  1 +
 .../libGLESv2/renderer/d3d11/TextureStorage11.cpp  | 10 +--
 .../libGLESv2/renderer/d3d11/renderer11_utils.cpp  |  4 +-
 .../libGLESv2/renderer/d3d11/renderer11_utils.h    |  2 +-
 7 files changed, 100 insertions(+), 19 deletions(-)

diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp
index 2b07b9d..5d039a3 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Image11.cpp
@@ -142,7 +142,7 @@ bool Image11::redefine(Renderer *renderer, GLint internalformat, GLsizei width,
         mHeight = height;
         mInternalFormat = internalformat;
         // compute the d3d format that will be used
-        mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat);
+        mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
         mActualFormat = d3d11_gl::ConvertTextureInternalFormat(mDXGIFormat);
 
         if (mStagingTexture)
@@ -191,7 +191,10 @@ void Image11::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei heig
     switch (mInternalFormat)
     {
       case GL_ALPHA8_EXT:
-        loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
+        if (mRenderer->getFeatureLevel() >= D3D_FEATURE_LEVEL_10_0)
+            loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
+        else
+            loadAlphaDataToBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData);
         break;
       case GL_LUMINANCE8_EXT:
         loadLuminanceDataToNativeOrBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData, false);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp
index 0047e04..a1c324c 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/RenderStateCache.cpp
@@ -419,7 +419,8 @@ ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &sa
         samplerDesc.BorderColor[2] = 0.0f;
         samplerDesc.BorderColor[3] = 0.0f;
         samplerDesc.MinLOD = gl_d3d11::ConvertMinLOD(samplerState.minFilter, samplerState.lodOffset);
-        samplerDesc.MaxLOD = gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset);
+        samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0
+                ? gl_d3d11::ConvertMaxLOD(samplerState.minFilter, samplerState.lodOffset) : FLT_MAX;
 
         ID3D11SamplerState *dx11SamplerState = NULL;
         HRESULT result = mDevice->CreateSamplerState(&samplerDesc, &dx11SamplerState);
@@ -435,4 +436,4 @@ ID3D11SamplerState *RenderStateCache::getSamplerState(const gl::SamplerState &sa
     }
 }
 
-}
\ No newline at end of file
+}
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp
index 7f166fd..31d976d 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.cpp
@@ -164,6 +164,11 @@ EGLint Renderer11::initialize()
         D3D_FEATURE_LEVEL_11_0,
         D3D_FEATURE_LEVEL_10_1,
         D3D_FEATURE_LEVEL_10_0,
+#if !defined(ANGLE_ENABLE_D3D9)
+        D3D_FEATURE_LEVEL_9_3,
+        D3D_FEATURE_LEVEL_9_2,
+        D3D_FEATURE_LEVEL_9_1,
+#endif
     };
 
     HRESULT result = S_OK;
@@ -1533,7 +1538,7 @@ void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArra
     }
 
     // needed for the point sprite geometry shader
-    if (mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
+    if (mFeatureLevel >= D3D_FEATURE_LEVEL_10_0 && mCurrentGeometryConstantBuffer != mDriverConstantBufferPS)
     {
         mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS);
         mCurrentGeometryConstantBuffer = mDriverConstantBufferPS;
@@ -1956,6 +1961,11 @@ bool Renderer11::testDeviceResettable()
         D3D_FEATURE_LEVEL_11_0,
         D3D_FEATURE_LEVEL_10_1,
         D3D_FEATURE_LEVEL_10_0,
+#if !defined(ANGLE_ENABLE_D3D9)
+        D3D_FEATURE_LEVEL_9_3,
+        D3D_FEATURE_LEVEL_9_2,
+        D3D_FEATURE_LEVEL_9_1,
+#endif
     };
 
     ID3D11Device* dummyDevice;
@@ -2139,6 +2149,11 @@ float Renderer11::getTextureMaxAnisotropy() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return D3D10_MAX_MAXANISOTROPY;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+        return 16;
+      case D3D_FEATURE_LEVEL_9_1:
+        return D3D_FL9_1_DEFAULT_MAX_ANISOTROPY;
       default: UNREACHABLE();
         return 0;
     }
@@ -2158,6 +2173,11 @@ Range Renderer11::getViewportBounds() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX);
+      case D3D_FEATURE_LEVEL_9_3:
+        return Range(D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return Range(D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * -2, D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2);
       default: UNREACHABLE();
         return Range(0, 0);
     }
@@ -2172,6 +2192,10 @@ unsigned int Renderer11::getMaxVertexTextureImageUnits() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 0;
       default: UNREACHABLE();
         return 0;
     }
@@ -2195,14 +2219,14 @@ unsigned int Renderer11::getReservedFragmentUniformVectors() const
 unsigned int Renderer11::getMaxVertexUniformVectors() const
 {
     META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
-    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
+    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
     return MAX_VERTEX_UNIFORM_VECTORS_D3D11;
 }
 
 unsigned int Renderer11::getMaxFragmentUniformVectors() const
 {
     META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT);
-    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0);
+    ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_9_1);
     return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11;
 }
 
@@ -2216,6 +2240,10 @@ unsigned int Renderer11::getMaxVaryingVectors() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return D3D10_VS_OUTPUT_REGISTER_COUNT;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return 8;
       default: UNREACHABLE();
         return 0;
     }
@@ -2229,6 +2257,10 @@ bool Renderer11::getNonPower2TextureSupport() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return true;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return false;
       default: UNREACHABLE();
         return false;
     }
@@ -2242,6 +2274,11 @@ bool Renderer11::getOcclusionQuerySupport() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return true;
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+        return true;
+      case D3D_FEATURE_LEVEL_9_1:
+        return false;
       default: UNREACHABLE();
         return false;
     }
@@ -2254,7 +2291,11 @@ bool Renderer11::getInstancingSupport() const
       case D3D_FEATURE_LEVEL_11_0:
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
-        return true;
+      case D3D_FEATURE_LEVEL_9_3:
+         return true;
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return false;
       default: UNREACHABLE();
         return false;
     }
@@ -2276,6 +2317,11 @@ bool Renderer11::getDerivativeInstructionSupport() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
         return true;
+      case D3D_FEATURE_LEVEL_9_3:
+        return true;
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return false;
       default: UNREACHABLE();
         return false;
     }
@@ -2294,6 +2340,9 @@ int Renderer11::getMajorShaderModel() const
       case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION;   // 5
       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4
       case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION;   // 4
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:  return D3D10_SHADER_MAJOR_VERSION;   // 4 (level 9)
       default: UNREACHABLE();      return 0;
     }
 }
@@ -2305,6 +2354,9 @@ int Renderer11::getMinorShaderModel() const
       case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION;   // 0
       case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1
       case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION;   // 0
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:  return D3D10_SHADER_MINOR_VERSION;   // 0 (level 9)
       default: UNREACHABLE();      return 0;
     }
 }
@@ -2330,6 +2382,11 @@ int Renderer11::getMaxViewportDimension() const
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: 
         return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 8192
+      case D3D_FEATURE_LEVEL_9_3:
+        return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:
+        return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
       default: UNREACHABLE();      
         return 0;
     }
@@ -2342,6 +2399,9 @@ int Renderer11::getMaxTextureWidth() const
       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 16384
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 8192
+      case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
       default: UNREACHABLE();      return 0;
     }
 }
@@ -2353,6 +2413,9 @@ int Renderer11::getMaxTextureHeight() const
       case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 16384
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION;   // 8192
+      case D3D_FEATURE_LEVEL_9_3: return D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 4096
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1: return D3D_FL9_1_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 2048
       default: UNREACHABLE();      return 0;
     }
 }
@@ -2364,6 +2427,9 @@ bool Renderer11::get32BitIndexSupport() const
       case D3D_FEATURE_LEVEL_11_0: 
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32;   // true
+      case D3D_FEATURE_LEVEL_9_3:
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1:  return false;
       default: UNREACHABLE();      return false;
     }
 }
@@ -2410,6 +2476,8 @@ unsigned int Renderer11::getMaxRenderTargets() const
 {
     META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
     META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+    META_ASSERT(D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
+    META_ASSERT(D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS);
 
     switch (mFeatureLevel)
     {
@@ -2417,6 +2485,9 @@ unsigned int Renderer11::getMaxRenderTargets() const
         return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT;  // 8
       case D3D_FEATURE_LEVEL_10_1:
       case D3D_FEATURE_LEVEL_10_0:
+      case D3D_FEATURE_LEVEL_9_3: //  return D3D_FL9_3_SIMULTANEOUS_RENDER_TARGET_COUNT; // 4
+      case D3D_FEATURE_LEVEL_9_2:
+      case D3D_FEATURE_LEVEL_9_1: //  return D3D_FL9_1_SIMULTANEOUS_RENDER_TARGET_COUNT; // 1
         // Feature level 10.0 and 10.1 cards perform very poorly when the pixel shader
         // outputs to multiple RTs that are not bound.
         // TODO: Remove pixel shader outputs for render targets that are not bound.
@@ -2603,7 +2674,7 @@ bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectang
         samplerDesc.BorderColor[2] = 0.0f;
         samplerDesc.BorderColor[3] = 0.0f;
         samplerDesc.MinLOD = 0.0f;
-        samplerDesc.MaxLOD = 0.0f;
+        samplerDesc.MaxLOD = mDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_10_0 ? 0.0f : FLT_MAX;
 
         result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler);
         ASSERT(SUCCEEDED(result));
@@ -2848,7 +2919,7 @@ ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length
 
 ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type, D3DWorkaroundType workaround)
 {
-    const char *profile = NULL;
+    std::string profile;
 
     switch (type)
     {
@@ -2866,7 +2937,12 @@ ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const ch
         return NULL;
     }
 
-    ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
+    if (mFeatureLevel == D3D_FEATURE_LEVEL_9_3)
+        profile += "_level_9_3";
+    else if (mFeatureLevel == D3D_FEATURE_LEVEL_9_2 || mFeatureLevel == D3D_FEATURE_LEVEL_9_1)
+        profile += "_level_9_1";
+
+    ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile.c_str(), D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
     if (!binary)
         return NULL;
 
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h
index ba3f0c6..a8a722c 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/Renderer11.h
@@ -177,6 +177,7 @@ class Renderer11 : public Renderer
     ID3D11Device *getDevice() { return mDevice; }
     ID3D11DeviceContext *getDeviceContext() { return mDeviceContext; };
     IDXGIFactory *getDxgiFactory() { return mDxgiFactory; };
+    D3D_FEATURE_LEVEL getFeatureLevel() { return mFeatureLevel; }
 
     bool getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource);
     void unapplyRenderTargets();
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
index 5f6ea21..fdfbe52 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/TextureStorage11.cpp
@@ -222,14 +222,14 @@ TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapch
 }
 
 TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height)
-    : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
+    : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
 {
     for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
     {
         mRenderTarget[i] = NULL;
     }
 
-    DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
+    DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
     if (d3d11::IsDepthStencilFormat(convertedFormat))
     {
         mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
@@ -331,7 +331,7 @@ RenderTarget *TextureStorage11_2D::getRenderTarget(int level)
             srvDesc.Format = mShaderResourceFormat;
             srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
             srvDesc.Texture2D.MostDetailedMip = level;
-            srvDesc.Texture2D.MipLevels = 1;
+            srvDesc.Texture2D.MipLevels = level ? 1 : -1;
 
             ID3D11ShaderResourceView *srv;
             result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv);
@@ -440,7 +440,7 @@ void TextureStorage11_2D::generateMipmap(int level)
 }
 
 TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size)
-    : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable))
+    : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat, Renderer11::makeRenderer11(renderer)->getFeatureLevel()), usage, forceRenderable))
 {
     for (unsigned int i = 0; i < 6; i++)
     {
@@ -450,7 +450,7 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLe
         }
     }
 
-    DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat);
+    DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat, mRenderer->getFeatureLevel());
     if (d3d11::IsDepthStencilFormat(convertedFormat))
     {
         mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat);
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp
index 6f06024..34b8259 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.cpp
@@ -329,7 +329,7 @@ DXGI_FORMAT ConvertRenderbufferFormat(GLenum format)
     return DXGI_FORMAT_R8G8B8A8_UNORM;
 }
 
-DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
+DXGI_FORMAT ConvertTextureFormat(GLenum internalformat, D3D_FEATURE_LEVEL featureLevel)
 {
     switch (internalformat)
     {
@@ -342,7 +342,7 @@ DXGI_FORMAT ConvertTextureFormat(GLenum internalformat)
       case GL_LUMINANCE8_ALPHA8_EXT:
         return DXGI_FORMAT_R8G8B8A8_UNORM;
       case GL_ALPHA8_EXT:
-        return DXGI_FORMAT_A8_UNORM;
+        return featureLevel >= D3D_FEATURE_LEVEL_10_0 ? DXGI_FORMAT_A8_UNORM : DXGI_FORMAT_B8G8R8A8_UNORM;
       case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
       case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
         return DXGI_FORMAT_BC1_UNORM;
diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h
index 1bc48c1..70ad4fe 100644
--- a/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d11/renderer11_utils.h
@@ -32,7 +32,7 @@ FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
 FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
 
 DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
-DXGI_FORMAT ConvertTextureFormat(GLenum format);
+DXGI_FORMAT ConvertTextureFormat(GLenum format, D3D_FEATURE_LEVEL featureLevel);
 }
 
 namespace d3d11_gl
-- 
1.8.4.msysgit.0