diff --git a/renderdoc/driver/d3d11/d3d11_debug.cpp b/renderdoc/driver/d3d11/d3d11_debug.cpp index 02398c51c..265ed5be3 100644 --- a/renderdoc/driver/d3d11/d3d11_debug.cpp +++ b/renderdoc/driver/d3d11/d3d11_debug.cpp @@ -140,27 +140,27 @@ void D3D11DebugManager::InitCommonResources() if(m_pDevice->GetFeatureLevel() >= D3D_FEATURE_LEVEL_11_0) { CopyMSToArrayPS = - shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyMSToArray", "ps_4_0"); + shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyMSToArray", "ps_5_0"); if(CopyMSToArrayPS) m_pDevice->InternalRef(); CopyArrayToMSPS = - shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyArrayToMS", "ps_4_0"); + shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_CopyArrayToMS", "ps_5_0"); if(CopyArrayToMSPS) m_pDevice->InternalRef(); FloatCopyMSToArrayPS = - shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyMSToArray", "ps_4_0"); + shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyMSToArray", "ps_5_0"); if(FloatCopyMSToArrayPS) m_pDevice->InternalRef(); FloatCopyArrayToMSPS = - shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyArrayToMS", "ps_4_0"); + shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_FloatCopyArrayToMS", "ps_5_0"); if(FloatCopyArrayToMSPS) m_pDevice->InternalRef(); DepthCopyMSToArrayPS = - shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyMSToArray", "ps_4_0"); + shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyMSToArray", "ps_5_0"); if(DepthCopyMSToArrayPS) m_pDevice->InternalRef(); DepthCopyArrayToMSPS = - shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyArrayToMS", "ps_4_0"); + shaderCache->MakePShader(multisamplehlsl.c_str(), "RENDERDOC_DepthCopyArrayToMS", "ps_5_0"); if(DepthCopyArrayToMSPS) m_pDevice->InternalRef(); }