diff --git a/Common/GPU/D3D11/thin3d_d3d11.cpp b/Common/GPU/D3D11/thin3d_d3d11.cpp index 3827b79052..2c1aaeb1f6 100644 --- a/Common/GPU/D3D11/thin3d_d3d11.cpp +++ b/Common/GPU/D3D11/thin3d_d3d11.cpp @@ -233,6 +233,9 @@ D3D11DrawContext::D3D11DrawContext(ID3D11Device *device, ID3D11DeviceContext *de hWnd_(hWnd), deviceList_(deviceList) { + // We no longer support Windows Phone. + _assert_(featureLevel_ >= D3D_FEATURE_LEVEL_9_3); + // Seems like a fair approximation... caps_.dualSourceBlend = featureLevel_ >= D3D_FEATURE_LEVEL_10_0; caps_.depthClampSupported = featureLevel_ >= D3D_FEATURE_LEVEL_10_0; diff --git a/GPU/Common/DepalettizeShaderCommon.cpp b/GPU/Common/DepalettizeShaderCommon.cpp index 28449d69b9..5a0c7c6e4a 100644 --- a/GPU/Common/DepalettizeShaderCommon.cpp +++ b/GPU/Common/DepalettizeShaderCommon.cpp @@ -329,7 +329,6 @@ void GenerateDepalShader(char *buffer, GEBufferFormat pixelFormat, ShaderLanguag case HLSL_DX9: GenerateDepalShaderFloat(buffer, pixelFormat, language); break; - case HLSL_D3D11_LEVEL9: default: _assert_msg_(false, "Depal shader language not supported: %d", (int)language); } diff --git a/GPU/Common/PresentationCommon.cpp b/GPU/Common/PresentationCommon.cpp index 5d62f1a7fe..e969e390e4 100644 --- a/GPU/Common/PresentationCommon.cpp +++ b/GPU/Common/PresentationCommon.cpp @@ -372,7 +372,7 @@ Draw::Pipeline *PresentationCommon::CreatePipeline(std::vectorfeatureLevel < D3D_FEATURE_LEVEL_10_0) { + ERROR_LOG(G3D, "D3D11 featureLevel not high enough - rejecting!\n"); + return; + } + ptr_D3DCompile = d3d11_->D3DCompile; ID3D11Device1 *device1 = nullptr;