diff --git a/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp b/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp index 0c9698450..3e37ad0ab 100644 --- a/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp +++ b/src/libANGLE/renderer/d3d/d3d11/renderer11_utils.cpp @@ -2364,6 +2364,11 @@ void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps, bool isIvyBridge = false; bool isAMD = IsAMD(adapterDesc.VendorId); bool isFeatureLevel9_3 = (deviceCaps.featureLevel <= D3D_FEATURE_LEVEL_9_3); +#if defined(ANGLE_ENABLE_WINDOWS_UWP) + bool isWin10 = true; +#else + bool isWin10 = IsWindows10OrGreater(); +#endif IntelDriverVersion capsVersion = IntelDriverVersion(0); if (isIntel) { @@ -2448,7 +2453,7 @@ void InitializeFeatures(const Renderer11DeviceCaps &deviceCaps, // Don't translate uniform block to StructuredBuffer on Windows 7 and earlier. This is targeted // to work around a bug that fails to allocate ShaderResourceView for StructuredBuffer. ANGLE_FEATURE_CONDITION(features, dontTranslateUniformBlockToStructuredBuffer, - !IsWindows10OrGreater()); + !isWin10); // Call platform hooks for testing overrides. auto *platform = ANGLEPlatformCurrent(); diff --git a/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp b/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp index 7d3f078d6..fac057dd6 100644 --- a/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp +++ b/src/libANGLE/renderer/d3d/d3d11/winrt/CoreWindowNativeWindow.cpp @@ -213,16 +213,20 @@ HRESULT GetCoreWindowSizeInPixels(const ComPtr displayProperties; + ComPtr displayInformationStatics; + ComPtr displayInformation; if (SUCCEEDED(GetActivationFactory( - HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayProperties).Get(), - displayProperties.GetAddressOf()))) + HStringReference(RuntimeClass_Windows_Graphics_Display_DisplayInformation).Get(), + displayInformationStatics.GetAddressOf()))) { float dpi = 96.0f; - if (SUCCEEDED(displayProperties->get_LogicalDpi(&dpi))) + if (SUCCEEDED(displayInformationStatics->GetForCurrentView(&displayInformation))) { - return dpi; + if (SUCCEEDED(displayInformation->get_LogicalDpi(&dpi))) + { + return dpi; + } } } diff --git a/src/libGLESv2/global_state.cpp b/src/libGLESv2/global_state.cpp index 8c2c61f53..7725106a4 100644 --- a/src/libGLESv2/global_state.cpp +++ b/src/libGLESv2/global_state.cpp @@ -214,7 +214,7 @@ namespace { // The following WaitForDebugger code is based on SwiftShader. See: // https://cs.chromium.org/chromium/src/third_party/swiftshader/src/Vulkan/main.cpp -# if defined(ANGLE_ENABLE_ASSERTS) +# if defined(ANGLE_ENABLE_ASSERTS) && !defined(ANGLE_ENABLE_WINDOWS_UWP) INT_PTR CALLBACK DebuggerWaitDialogProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { RECT rect; @@ -259,7 +259,7 @@ void WaitForDebugger(HINSTANCE instance) } # else void WaitForDebugger(HINSTANCE instance) {} -# endif // defined(ANGLE_ENABLE_ASSERTS) +# endif // defined(ANGLE_ENABLE_ASSERTS) && !defined(ANGLE_ENABLE_WINDOWS_UWP) } // namespace extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID)