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When cross-compiling HLSL 2021 to HLSL 2018 for D3D11, DXC/SPIRV-Cross re-arrange the vertex/pixel interpolators in a way that can cause mismatches in the PSO. The previous method to re-order shader interpolators was to just search the source for their variable declaration semantics, but that search can confuse semantics like TEXCOORD1 with TEXCOORD10. This change includes two fixes: 1. The new approach parses the semantics and match the entire name, not just searching for the presence of the respective semantic identifier. 2. Always declare system value semantics such as SV_Position after user-defined semantics in case they are not used in the pixel shader to preserve the DXBC register assignments. This fixes issues with Substrate as we have to cross-compile lots of shaders for D3D11 and some ES31 preview platforms. #jira UE-214192 #rnx #rb Jason.Nadro [CL 34200377 by laura hermanns in ue5-main branch]