Using GS methods such as Append() in non-GS stages should be ignored, but was creating errors due to the lack of a stream output symbol for the non-GS stage.
		
			
				
	
	
		
			18 lines
		
	
	
		
			349 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			18 lines
		
	
	
		
			349 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
// test geometry shader in fragment shader.  GS attributes should be successfully ignored.
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struct myVertex {
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    float4 pos : SV_Position;
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};
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[maxvertexcount(1)]
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void GS_Draw(point myVertex IN, inout PointStream<myVertex> OutputStream)
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{
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    OutputStream.Append(IN);
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    OutputStream.RestartStrip();
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}
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float4 main() : SV_TARGET
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{
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    return 0;
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}
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