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/Renderer.cpp b/src/libGLESv2/renderer/Renderer.cpp
index 6edc935..ae94b79 100644
--- a/src/libGLESv2/renderer/Renderer.cpp
+++ b/src/libGLESv2/renderer/Renderer.cpp
@@ -73,7 +73,7 @@
 }
 
 // Compiles HLSL code into executable binaries
-ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, bool alternateFlags)
+ShaderBlob *Renderer::compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags)
 {
     if (!hlsl)
     {
@@ -86,8 +86,9 @@
     if (gl::perfActive())
     {
         flags |= D3DCOMPILE_DEBUG;
+
 #ifdef NDEBUG
-        flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+        flags |= optimizationFlags;
 #else
         flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
 #endif
@@ -98,7 +99,7 @@
     }
     else
     {
-        flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+        flags |= optimizationFlags;
         sourceText = hlsl;
     }