I am using a geometry shader in my DirectX application which is compiled using shader model 4.0 (gs_4_0). The shader works correctly on my development pc with a DirectX 11 card but fails on two client PCs with DirectX 10.1 cards. The application fails when it calls CreateGeometryShader using the compiled bytecode with a return result of E_INVALIDARG.
I assume that the client PC graphics cards or drivers do not support some feature I am making use of in the geometry shader.
The client machines do not have the DirectX SDK installed so I can't get a more detailed error message.
How can I investigate this issue further? Is there a list of likely causes of this problem which I can run through?