Thank you for your answer.
Regarding lack of runtime compile of shaders, I think we can find some workaround to it.
The windows phone branch itself of cocos2d-x compiles shaders statically.
What's the easiest way to get contact with core Cocos2D-x developers on this matter ?
I can try to pitch the idea to Microsoft OpenSource center through my contacts.
Also, regardless of Windows Phone, since ANGLE provides both DX9 and DX11 backend, it could provide an interesting alternative on Win32 regular "desktop" platforms for people with crappy OpenGL drivers.
Thanks, but regarding the high number of hardcoded GL code is Cocos2D-X, decoupling logic/rendering and abstracting the rendering pipeline is getting a HUGE job. I think it would be smarter to rely on GL->DX wrapper.