stride3d/stride · error · ArgumentException
The specified semantic name is too long. Usually it should…
Error message
The specified semantic name is too long. Usually it should not be longer than {MAX_SEMANTIC_NAME_LENGTH} bytes. What it means
PipelineState validates that each input-element semantic name (HLSL semantic used in InputAssembler descriptions) fits within MAX_SEMANTIC_NAME_LENGTH bytes before converting it to the native D3D11 input layout description. A name longer than that limit triggers this ArgumentException with the offending parameter name attached.
Solutions
- Shorten the semantic name in the input element description to a conventional HLSL semantic (POSITION, NORMAL, TEXCOORD0, etc.).
- If the long name encodes data, move the extra information into a separate vertex attribute or constant buffer instead of the semantic.
- Validate semantic name length in your pipeline description code before constructing the PipelineState.
Example fix
// before
new VertexElement("VERY_LONG_ENGINE_SPECIFIC_SEMANTIC_NAME_FOR_COLOR", PixelFormat.R8G8B8A8_UNorm)
// after
new VertexElement("COLOR", PixelFormat.R8G8B8A8_UNorm) Defensive patterns
Strategy: validation
Validate before calling
if (System.Text.Encoding.UTF8.GetByteCount(semanticName) > maxSemanticNameLength)
throw new ArgumentException($"Semantic name '{semanticName}' exceeds {maxSemanticNameLength} bytes."); Type guard
static bool IsValidSemanticName(string s) => !string.IsNullOrEmpty(s) && System.Text.Encoding.UTF8.GetByteCount(s) <= 64;
Try / catch
try { pipelineState = BuildPipelineState(elements); }
catch (ArgumentException ex) when (ex.ParamName == "semanticName") { log.LogError($"Shorten semantic name: {ex.Message}"); } Prevention
- Use short standard HLSL semantics (POSITION, NORMAL, TEXCOORDn)
- Never embed long identifiers or namespaces in semantic names
- Validate all vertex element names in a unit test against the byte limit
When it happens
Trigger: Describing a PipelineState input element with a semantic name exceeding the internal length limit, typically via InputElement/VertexElement declarations passed to a PipelineState builder on the D3D11 backend.
Common situations: Hand-written or procedurally generated semantic names that are unusually long; code that prefixes semantic names with long debug namespaces; migrating shaders with verbose semantic naming conventions from other engines.
Understand the failure class
Background: "Must be a positive integer", "Invalid value", "Unsupported": the invalid-argument-value error family, when a library rejects the value you pass — this error's family across 35 libraries.
Related errors
- Element size must be greater than zero for structured…
- Cannot use .
- Could not find dependency
- Unexpected arguments
- A part Id cannot be empty.
AI-assisted analysis of stride3d/stride@96fad776d2 (2026-09-14).
Data as JSON: /api/errors/79492a085f4fe021.
Report an issue: GitHub.
Appendix: source
Thrown at sources/engine/Stride.Graphics/Direct3D11/PipelineState.Direct3D11.cs:840
releaseValue?.Invoke(valueComPtr);
}
reverse.Clear();
storage.Clear();
referenceCount.Clear();
}
}
}
#endregion
#region Throw helpers
[DoesNotReturn]
[MethodImpl(MethodImplOptions.NoInlining)]
private static void ThrowSemanticNameTooLong(string semanticName, [CallerArgumentExpression(nameof(semanticName))] string? paramName = null)
{
throw new ArgumentException($"The specified semantic name is too long. Usually it should not be longer than {MAX_SEMANTIC_NAME_LENGTH} bytes.", paramName);
}
#endregion
}
}
#endif
View on GitHub (pinned to 96fad776d2)