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lomateron

emitting a system-interpreted value which is not written in every execution path of the shader

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I am having a problem with this part of my code:

 

struct PS_Ff
{
    float4 Pos : SV_POSITION;
    float4 Frc : FFOO;
};
 
inside my geometry shader:
 


[maxvertexcount(17)] 
void GSInstJoFo( point VS_PPLL input[1] , inout PointStream<PS_Ff> duo )
{
    //.........random code..........
    //.........................................
    //........................................

    uint arrJP[16]={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
    uint nJo=uint(Tex2Dg.Load(uint3(0,0,0)));
    
    float4 jnts=(float4)0;
    uint fl;
    for(i=0;i<nJo;i++)
    {
       jnts = Tex2Dc.Load(uint3(i,0,0));

       fl=i%4;
       arrJP=uint(jnts[fl]);
    }

    PS_Ff output;
    output.Frc=float4(0.0f,0.0f,0.0f,0.0f);

    uint3 u=uint3(arrJP%100,arrJP/100,0); //<------because it thinks arrJP can be undefined
    output.Pos.x=float(u.x);          //<------------------------------this is the problem
    output.Pos.y=float(u.y);         //<------------------------------this is the problem
    output.Pos.zw=float2(0.0f,1.0f);

    duo.Append( output );
    duo.RestartStrip();
}

 

 
Is there any way I can make an if() in the ...output.Pos.x=......output.Pos.y=...part to take that geometry shader error away?
Edited by lomateron

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