Describe the bug
A HLSL vertex shader I am compiling to DXIL refuses to be created via ID3D11Device::CreateVertexShader due to the following error code:
D3D11 ERROR: ID3D11Device::CreateVertexShader: Vertex Shader is corrupt or in an unrecognized format. [ STATE_CREATION ERROR #166: CREATEVERTEXSHADER_INVALIDSHADERBYTECODE]
D3D11 ERROR: ID3D11Device::CreateVertexShader: Shader is corrupt or in an unrecognized format. [ STATE_CREATION ERROR #166: CREATEVERTEXSHADER_INVALIDSHADERBYTECODE]
To ReproduceShaders.zip
Steps to reproduce the behavior:
Input shader attached [Mesh.vs], I have also attached the compiled vso [Compiled/Mesh.vso]
Describe the bug A HLSL vertex shader I am compiling to DXIL refuses to be created via ID3D11Device::CreateVertexShader due to the following error code:
D3D11 ERROR: ID3D11Device::CreateVertexShader: Vertex Shader is corrupt or in an unrecognized format. [ STATE_CREATION ERROR #166: CREATEVERTEXSHADER_INVALIDSHADERBYTECODE] D3D11 ERROR: ID3D11Device::CreateVertexShader: Shader is corrupt or in an unrecognized format. [ STATE_CREATION ERROR #166: CREATEVERTEXSHADER_INVALIDSHADERBYTECODE]
To Reproduce Shaders.zip Steps to reproduce the behavior:
`Compiler::ResultDesc CompileShader(const std::string& data, ShaderStage stage) { Compiler::SourceDesc sourceDesc{}; Compiler::TargetDesc targetDesc{};
}` You may note that the constant buffer is commented out, this is due to another bug I have reported with the Dx shader compiler here: https://github.com/microsoft/DirectXShaderCompiler/issues/3511
Expected behavior I should be able to compile to DXIL, and load with Dx11.