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Passing interpolated screenpos can be better than declaring SV_POSITION in pixel shader especially if PS is short

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From this PDF of performance tips by AMD:




GCN Performance Tip 38: Passing interpolated screenpos can be better than 
declaring SV_POSITION in pixel shader especially if PS is short. 
Notes: Declaring SV_POSITION in the pixel shader will not be as efficient as passing 
screen coordinates from the previous shader stage because its use is hard-coded to 
fixed-function hardware that is also used for other purposes. 
If a pixel shader needs access to fragment position it is recommended to pass it via 
texture coordinates instead.



 This statement isn't making much sense to me based on testing this in a VX/PS combo.


Take this VS output.


    float4 Position   : SV_POSITION; 
    float3 Normal     : NORMAL;     
    float4 Color : TEXCOORD0;
If I write these in the VS, and create a PS like so

Output PixelShader(VS_OUTPUT_SIMPLE In){}


The AMD statement would lead me to believe I can create an alternate struct that lacks SV_Position, and use that as input to the PS.



    float3 Normal      : NORMAL;      
    float4 Color : TEXCOORD0;
Output PixelShader(PS_INPUT_SIMPLE In){}
But this does not compile


It fails with this error.


Stage linkage warning: Semantic NORMAL has been placed in different registers in the two stages.
(which is what I'd expect, aside from this mysterious AMD statement).
Anyone grok what AMD is saying here?
Edited by AndyPandyV2

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