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Type mismatch on location error when compiling HLSL geometry shader #1737
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some news on this issue ? |
I'm seeing a similar problem, with a slightly different error message:
It looks like it's expanding the struct into individual elements when compiling the vertex shader, but not doing so for the tessellation control shader. This is again coming from HLSL shaders, and despite the scary looking error from the validation layers it also seems to be rendering correctly. Maybe this is related to #1197 |
Yes, on Windows it still works fine, but may fail on other platforms (will certainly fail on Mac). |
Having the same problem with geometry and hull shaders. |
Please check to see if this is fixed with #2217 |
I confirm the change fixes the original problem - thank you! You can close the issue (I created it under different account and can't close it). |
Hello!
I am seeing the following Vulkan validation layer error when creating PSO with geometry shader compiled from HLSL:
Vertex shader:
Geometry shader:
Pixel shader:
Despite the error, shaders seem to work as expected. They also work properly in D3D11 and D3D12 back-ends.
glslang version: 5efb004
SPIRV-Tools version: KhronosGroup/SPIRV-Tools@2d52cbe
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