message: When using D3D12On7 allow shader editing to fall back to sm5_0
  * This should really be configurable to compile with the original shader's
  profile, but for now we do this.
diff: @@ -2792,7 +2792,7 @@ void D3D12Replay::BuildShader(ShaderEncoding sourceEncoding, const bytebuf &sour
  {
  uint32_t flags = DXBC::DecodeFlags(compileFlags);
  - char *profile = NULL;
  + rdcstr profile;
  switch(type)
  {
  @@ -2812,8 +2812,15 @@ void D3D12Replay::BuildShader(ShaderEncoding sourceEncoding, const bytebuf &sour
  hlsl.assign((const char *)source.data(), source.size());
  ID3DBlob *blob = NULL;
  - errors = m_pDevice->GetShaderCache()->GetShaderBlob(hlsl.c_str(), entry.c_str(), flags, profile,
  - &blob);
  + errors = m_pDevice->GetShaderCache()->GetShaderBlob(hlsl.c_str(), entry.c_str(), flags,
  + profile.c_str(), &blob);
  +
  + if(m_D3D12On7 && blob == NULL && errors.contains("unrecognized compiler target"))
  + {
  + profile.back() = '0';
  + errors = m_pDevice->GetShaderCache()->GetShaderBlob(hlsl.c_str(), entry.c_str(), flags,
  + profile.c_str(), &blob);
  + }
  if(blob == NULL)
  {
  @@ -2974,6 +2981,8 @@ void D3D12Replay::RefreshDerivedReplacements()
  }
  }
  + m_pDevice->GPUSync();
  +
  for(ID3D12PipelineState *pipe : deletequeue)
  {
  SAFE_RELEASE(pipe);
  