[pixel shader fail todo] float4 func(); float4 main() : sv_target { return func(); } % It's legal to call an undefined function in unused code, though. [pixel shader] float4 func(); float4 unused() { return func(); } float4 main() : sv_target { return 0; } [pixel shader fail] void func(inout float o) { o += 0.1; } float4 main() : sv_target { float x = 0; func(x + 1); return 0; } [pixel shader fail] void func(inout float2 o) { o += 0.1; } float4 main() : sv_target { float2 x = 0; func(x.yy); return 0; } [pixel shader fail] void func(out float o) { o = 0.1; } float4 main() : sv_target { const float x = 0; func(x); return x; } [pixel shader fail] void func(inout float o) { } float4 main() : sv_target { const float x = 0; func(x); return x; } [pixel shader fail] void func() { } float4 main() : sv_target { return func(); } [pixel shader fail] void foo() { } void bar() { return foo(); } float4 main() : sv_target { bar(); return 0; } [pixel shader fail] float4 main() : sv_target { func(); return 0; } void func() { } [pixel shader] float func(in float a, out float b, inout float c) { c -= 0.2; b = a * 2; return a + 0.2; } float4 main() : sv_target { float x[2], ret; x[0] = 0.1; x[1] = 0.9; ret = func(0.3, x[0], x[1]); return float4(ret, x[0], x[1], 0); } [test] draw quad todo probe all rgba (0.5, 0.6, 0.7, 0) [pixel shader] void func(in float a, inout float2 b) { b.y += 0.1; b *= a; } float4 main() : sv_target { float3 q = float3(0.1, 0.2, 0.3); func(3.0, q.zx); func(0.5, q.yz); return float4(q, 0); } [test] draw quad todo probe all rgba (0.6, 0.1, 0.5, 0)