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blueshogun96

OpenGL Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible.

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blueshogun96    2265

I keep getting this really annoying error, and I can't find out why I'm getting it.

 

D3D11 ERROR: ID3D11DeviceContext::Draw: Vertex Shader - Pixel Shader linkage error: Signatures between stages are incompatible. The input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND]
 

 

Vertex shader:

cbuffer constant_buffer : register(b0)
{
    matrix world;
    matrix view;
    matrix projection;
    float4 colour;
}

struct vs_out
{
    float4 pos : SV_POSITION;
    float4 colour : COLOR0;
    float2 tex : TEXCOORD0;
};


vs_out vs_main( in float4 in_pos : POSITION, in float4 in_colour : COLOR, in float2 tex : TEXCOORD0 )
{
    vs_out output = (vs_out)0;
    float4 pos = float4( in_pos.xy, 0, 1 );

    output.pos = mul( pos, world );
    output.pos = mul( output.pos, view );
    output.pos = mul( output.pos, projection );
    output.colour = in_colour;

    return output;
}

Pixel shader:

struct vs_out
{
    float4 pos : SV_POSITION;
    float4 colour : COLOR0;
    float2 tex : TEXCOORD0;
};


float4 ps_main( vs_out input ) : SV_Target
{
    return input.colour;    
}

Input layout:

D3D11_INPUT_ELEMENT_DESC layout[] =
{
    { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};

I've been googing this for hours.  No idea what's going on, or what the hell it's even on about.  All I do know is that porting this poorly written OpenGL game to Direct3D11 for Windows Phone 8 and Windows Metro is a pain.  This sucks.  Any ideas?  Thanks.

 

Shogun

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Hodgman    51341
Change your vs_out struct (in both shaders) to:
struct vs_out
{
    float4 colour : COLOR0;
    float2 tex : TEXCOORD0;
    float4 pos : SV_POSITION;
};
[edit]
The pixel shader doesn't use pos or tex, so they get optimized out, leaving the pixel shader with an input structure of:
{
  [0]  float4 colour;
};

The vertex shader doesn't use tex, so it gets optimized out, leaving the vertex shader with an output structure of:
{
  [0]  float4 pos;
  [1]  float4 colour;
};


Looking at the array indices on these generated interpolants, vs[0]'s semantic doesn't match ps[0]'s semantic, and vs[1] isn't even used.

With my change, you should end up with:
PS:
{
  [0]  float4 colour;
};

VS:
{
  [0]  float4 colour;
  [1]  float4 pos;
};
Edited by Hodgman

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unbird    8338
@Hodgman: The compiler does not optimize variables out if they're bound to a semantic. Their components just end up unused
// Input signature:
//
// Name                 Index   Mask Register SysValue Format   Used
// -------------------- ----- ------ -------- -------- ------ ------
// SV_POSITION              0   xyzw        0      POS  float       
// COLOR                    0   xyzw        1     NONE  float   xyzw
// TEXCOORD                 0   xy          2     NONE  float
For optimization one could strip them though (from the end, if possible of course).

Also, TEXCOORD is output by the VS, because of this:
vs_out output = (vs_out)0;
Recommendation: Don't do that, it hides bugs. Be explicit e.g. with [tt]output.Tex = 0[/tt]. The compiler will warn you about forgotten output.

@shogun: The shaders compile fine as a combined effect (which detects semantic mismatches at compile time). I guess you have the wrong shaders bound at draw call time. Check with the graphics debugger.


Edit: Wait. Windows Metro ? How do you compile them (flags, shader model ?). Downlevel feature levels can translate SV_Position to POSITION. A look at the generated assembly might help. Edited by unbird

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