Sounds like we're GCN ready (On GCN, SV_Position is one of the very few pixel shader inputs we get for free as the rasterizer needs it and the shader math too. More info here)lunkhound wrote:After a lot of trial and error, I finally figured out to get many of my DX9 shaders ported to DX11! The key piece I was missing: the pixel shader must have an SV_Position input parameter (even if it isn't actually used), otherwise the pixel shader's other inputs will be all wrong.
If the line that says "do not remove" is removed from the pixel shader, (notice that the pixel shader doesn't reference that parameter), then the shader will compile and run fine, however the output will be wrong because the texCoords that are passed in will be all zeros.
Anybody notice this before or have any idea what might cause this? Seems like a bug in the DX11 render system.
On a more serious tone(*), yeah it looks like a bug; though I'm not as familiar w/ DX11 as I am with DX9
(*)Actually being GCN-friendly is something I take very seriously, as it seems AMD will dominate for the next 5 years: rules on major consoles Xbox One & PS4U, and has a two-year heads up with Mantle (vs DX 12), also the only company willing to share their arch secrets while Nvidia shuts to itself and won't openly tell what's the best way to optimize for them, and their Adreno drivers are far more stable than Nvidia's ones. Although if Tegra's K1 debut will be as good as their hype is, they'll may turn that point upside down.