[pixel shader fail]
sampler sam;

float4 main() : sv_target
{
    Texture2D tex;

    tex = tex; // Uninitialized assignment to self.
    return tex.Sample(sam, float2(0, 0));
}


[require]
shader model >= 4.0


[srv 0]
size (2d, 1, 1)
0.77 0.77 0.77 0.77

[srv 1]
size (2d, 1, 1)
0.64 0.64 0.64 0.64

[sampler 0]
filter linear linear linear
address clamp clamp clamp

[pixel shader]
Texture2D t_good, t_bad;
sampler sam;

float4 main() : sv_target
{
    Texture2D a, b[1];

    // This is basically a 'b[0] = t_good' but so that the copy-prop is delayed
    int4 co = {0, 0, 0, 0};
    b[(int) co.x + (int) co.y] = t_good;

    a = b[0];
    b[0] = t_bad;

    // 'a' should be 't_good', not 't_bad' at this point
    return 100 * a.Sample(sam, float2(0, 0)) + t_good.Sample(sam, float2(0, 0));
}

[test]
draw quad
probe (0, 0) rgba (77.77, 77.77, 77.77, 77.77)


[srv 0]
size (2d, 2, 2)
0.1 0.2 0.3 0.4     0.5 0.7 0.6 0.8
0.6 0.5 0.2 0.1     0.8 0.0 0.7 1.0

[pixel shader]
Texture2D t;

struct foo {
    int3 a;
    Texture2D b;
};

float4 main(float4 pos : sv_position) : sv_target
{
    struct foo q;

    q.a = int3(pos.xy, 0);
    q.b = t;
    return q.b.Load(q.a);
}

[test]
draw quad
probe (0, 0) f32(0.1, 0.2, 0.3, 0.4)
probe (1, 0) f32(0.5, 0.7, 0.6, 0.8)
probe (0, 1) f32(0.6, 0.5, 0.2, 0.1)
probe (1, 1) f32(0.8, 0.0, 0.7, 1.0)

[srv 0]
size (2d, 1, 1)
1.0 1.0 1.0 1.0

[srv 1]
size (2d, 1, 1)
2.0 2.0 2.0 1.0

[srv 2]
size (2d, 1, 1)
3.0 3.0 3.0 1.0

[pixel shader]
Texture2D tex[3];

struct foo {
    float4 p;
    Texture2D t;
};

float4 main() : sv_target
{
    struct foo s[3];

    s[0].t = tex[0];
    s[1].t = tex[1];
    s[2].t = tex[2];
    return 100 * s[2].t.Load(0) + 10 * s[0].t.Load(0) + s[1].t.Load(0);
}

[test]
todo(mvk & sm>=6) draw quad
probe (0, 0) f32(312, 312, 312, 111)

[pixel shader]
Texture2D tex1;
Texture2D tex2;
Texture2D tex3;

float4 main() : sv_target
{
    Texture2D t[3][2];

    t[0][0] = tex1; // Note: Only invalid in shader model 5.1, array ref. cannot be used as l-value.
    t[0][1] = tex2;
    t[1][0] = tex3;
    t[1][1] = tex1;
    t[2][0] = tex2;
    t[2][1] = tex3;
    return 1000 * t[2][0].Load(0) + 100 * t[1][1].Load(0) + 10 * t[2][1].Load(0) + t[0][1].Load(0);
}

[test]
draw quad
probe (0, 0) f32(2132, 2132, 2132, 1111)

[pixel shader fail(sm<6) todo(sm>=5.1)]
Texture2D tex[3];
uniform int n;

struct foo {
    float4 p;
    Texture2D t;
};

float4 main() : sv_target
{
    struct foo s[3];

    s[0].t = tex[0];
    s[1].t = tex[1];
    s[2].t = tex[2];
    return s[n].t.Load(0);
}


[pixel shader fail(sm<5.1) todo(sm>=5.1)]
Texture2D tex[3];
uniform int n;

float4 main() : sv_target
{
    return tex[n].Load(0);
}


[pixel shader fail(sm<5.1) todo(sm>=5.1)]
RWTexture2D<float4> tex[3];
uniform int n;

float4 main() : sv_target
{
    tex[n][int2(0, 0)] = 0.6;
    return 0;
}


[pixel shader]
Texture2D tex;
uniform float f;

struct apple
{
    Texture2D tex1;
    Texture2D tex2;
    float3 aa;
};

float4 main() : sv_target
{
    struct apple a = {tex, tex, 1.0, 2.0, 3.0};

    a.aa += f;
    return a.aa.xyzx;
}

[test]
uniform 0 float 10.0
draw quad
probe (0, 0) rgba (11.0, 12.0, 13.0, 11.0)


[pixel shader fail]
float4 main(Texture2D tex2) : sv_target
{
    Texture2D tex1;
    tex2 = tex1;
    return tex2.Load(int3(0, 0, 0));
}


[require]
shader model >= 5.0


[srv 0]
size (2d, 1, 1)
1.0 2.0 3.0 4.0

[pixel shader todo fail(sm>=6)]
struct apple {
    Texture2D tex;
};

float4 main(struct apple input) : sv_target
{
    input.tex = input.tex; // Assignment to self.
    return input.tex.Load(int3(0, 0, 0));
}

[test]
todo draw quad
todo probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0)
