ret (sm4 - asm)
If within a subroutine, return to the instruction after the call. If not inside a subroutine, terminate program execution.
The following example shows how to use this instruction.
... call l3 ... ret label l3 ... ret
- ret can appear anywhere in a program, any number of times.
- If a label instruction appears in a Shader, it must be preceded by a ret command that is not nested in any flow control statements.
- If there are subroutines in a Shader, the last instruction in the Shader must be a ret.
This instruction applies to the following shader stages:
|Vertex Shader||Geometry Shader||Pixel Shader|
This function is supported in the following shader models.
|Shader Model 5||yes|
|Shader Model 4.1||yes|
|Shader Model 4||yes|
|Shader Model 3 (DirectX HLSL)||no|
|Shader Model 2 (DirectX HLSL)||no|
|Shader Model 1 (DirectX HLSL)||no|