Use optimization level 0 for D3D11.

TRAC #22516
Signed-off-by: Shannon Woods
Signed-off-by: Geoff Lang
Author: Nicolas Capens

git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1926 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 40a6954..84d9cbb 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -6,6 +6,8 @@
 
 // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer.
 
+#include <D3Dcompiler.h>
+
 #include "common/debug.h"
 #include "libGLESv2/main.h"
 #include "libGLESv2/utilities.h"
@@ -2730,7 +2732,7 @@
         return NULL;
     }
 
-    ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, false);
+    ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false);
     if (!binary)
         return NULL;