The UWP (WinRT) port is interested in getting the D3D11 backend running. This is understandable since this is a pre-requisite of dropping ANGLE from Qt.
Initial WIP contributions from Berlin (Maurice) on-going.
One question was if we need to go through DirectComposition (like we did in the Qt quick D3D12 experiment in 5.8), or that CreateSwapchainForCoreWindow is sufficient. The latter needs changes in the platform plugin however. To be investigated what the best approach is.
QTBUG-79051 shows, we may need to update the .qsb files shipped in Qt Quick and elsewhere to include the D3D intermediate format (the output from fxc) instead of HLSL source. This is manual work atm due to not having build system integration for shader processing ( QTBUG-78590).