HLSL: add in/out/inout qualifiers.
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25
Test/hlsl.inoutquals.frag
Normal file
25
Test/hlsl.inoutquals.frag
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@@ -0,0 +1,25 @@
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struct PS_OUTPUT
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{
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float4 Color : SV_Target0;
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float Depth : SV_Depth;
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};
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void MyFunc(in float x, out float y, inout float z)
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{
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y = x;
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z = y;
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x = -1; // no effect since x = in param
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}
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PS_OUTPUT main(noperspective in float4 inpos : SV_Position)
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{
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PS_OUTPUT psout;
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float x = 7, y, z = 3;
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MyFunc(x, y, z);
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psout.Color = float4(x, y, z, 1);
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psout.Depth = inpos.w;
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return psout;
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}
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