[pixel shader]
float fun(float a[2])
{
    return 10 * a[0] + a[1];
}

float4 main() : sv_target
{
    float f[2] = {0.02, 0.05};

    return fun(f);
}

[test]
draw quad
probe (0, 0) rgba (0.25, 0.25, 0.25, 0.25) 1


[pixel shader fail]
float fun(float a[2])
{
    return 0;
}

float4 main() : sv_target
{
    int f[2] = {2, 5};

    return fun(f);
}


[pixel shader fail]
float fun(float a[1])
{
    return 0;
}

float4 main() : sv_target
{
    float f = 4;

    return fun(f);
}


[pixel shader fail]
float fun(int a[2])
{
    return 0;
}

float4 main() : sv_target
{
    float f[2] = {1, 2};

    return fun(f);
}


[pixel shader]
float4 fun(float a[2][4])
{
    float4 res;

    res.x = 0.1 * a[0][0] + 0.01 * a[1][0];
    res.y = 0.1 * a[0][1] + 0.01 * a[1][1];
    res.z = 0.1 * a[0][2] + 0.01 * a[1][2];
    res.w = 0.1 * a[0][3] + 0.01 * a[1][3];
    return res;
}

float4 main() : sv_target
{
    float f[2][4] = {1, 2, 3, 4, 5, 6, 7, 8};

    return fun(f);
}

[test]
draw quad
probe (0, 0) rgba (0.15, 0.26, 0.37, 0.48) 1


[pixel shader fail]
float fun(float a[2])
{
    return a[2]; // out of bounds.
}

float4 main() : sv_target
{
    float f[2] = {1, 2};

    return fun(f);
}


[pixel shader fail]
float fun(float a[2])
{
    return 0;
}

float4 main() : sv_target
{
    float f[3] = {1, 2, 3};

    return fun(f);
}


% Implicit size arrays are not allowed.
[pixel shader fail(sm<6)]
float fun(float a[])
{
    return 0;
}

float4 main() : sv_target
{
    float f[2] = {1, 2};

    return fun(f);
}

[pixel shader fail]
float4 fun(float a[4])
{
    return 0;
}

float4 main() : sv_target
{
    float4 v = {1, 2, 3, 4};

    return fun(v);
}


% Arrays with the same number of components are allowed.
[pixel shader]
float fun(float a[2][3])
{
    return 0.1*a[0][0] + 0.01*a[0][2] + 0.001*a[1][2];
}

float4 main() : sv_target
{
    float f[3][2] = {1, 2, 3, 4, 5, 6};

    return fun(f);
}

[test]
draw quad
probe (0, 0) rgba (0.136, 0.136, 0.136, 0.136) 1


[pixel shader]
float fun(float a[2][3])
{
    return 0.1*a[0][0] + 0.01*a[1][0] + 0.001*a[1][2];
}

float4 main() : sv_target
{
    float f[6] = {7, 8, 9, 0, 1, 2};

    return fun(f);
}

[test]
draw quad
probe (0, 0) rgba (0.702, 0.702, 0.702, 0.702) 1
