diff --git a/plugins/GSdx/GSDevice11.cpp b/plugins/GSdx/GSDevice11.cpp index 12fe4c4202..1c4a2d8cec 100644 --- a/plugins/GSdx/GSDevice11.cpp +++ b/plugins/GSdx/GSDevice11.cpp @@ -768,7 +768,7 @@ void GSDevice11::InitExternalFX() if (fshader.good()) { shader << fshader.rdbuf(); - CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), D3D_COMPILE_STANDARD_FILE_INCLUDE, "ps_main", nullptr, &m_shaderfx.ps); + CompileShader(shader.str().c_str(), shader.str().length(), shader_name.c_str(), nullptr, "ps_main", nullptr, &m_shaderfx.ps); } else { diff --git a/plugins/GSdx/GSDeviceDX.cpp b/plugins/GSdx/GSDeviceDX.cpp index 346de8c1a6..5aa5761ce1 100644 --- a/plugins/GSdx/GSDeviceDX.cpp +++ b/plugins/GSdx/GSDeviceDX.cpp @@ -45,7 +45,7 @@ bool GSDeviceDX::LoadD3DCompiler() // Windows 8.1 and later come with the latest d3dcompiler_47.dll, but // Windows 7 devs might also have the dll available for use (which will // have to be placed in the application directory) - s_d3d_compiler_dll = LoadLibraryEx(D3DCOMPILER_DLL, nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32); + s_d3d_compiler_dll = LoadLibraryEx("d3dcompiler_47.dll", nullptr, LOAD_LIBRARY_SEARCH_APPLICATION_DIR | LOAD_LIBRARY_SEARCH_SYSTEM32); // Windows Vista and 7 can use the older version. If the previous LoadLibrary // call fails on Windows 8.1 and later, then the user's system is likely