Inconsistency between input assembler and vertex shader - but looks correct

I had a similar problem that someone kindly resolved here, but that led me to this. Mistake:

"Input assembler - Vertex shader binding error: Signatures between stages are incompatible. The input stage requires a semantic / index (SV_POSITION, 0) as input, but it is not provided by the output stage."

Here is my vertex shader declaration and input. Can anyone tell me why they don't match? I'm stumped.

static const D3D11_INPUT_ELEMENT_DESC vertexLayout[] =
{
    { "SV_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 },
};

      

... and shader input:

struct VertexShaderInput
{
    float4 Position             : SV_POSITION;
    float4 Color                : COLOR;
};

      

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