[pixel shader]
static const float4 array_st[(2 + 1) * 2] = {
    .11, .12, .13, .14,
    .21, .22, .23, .24,
    .31, .32, .33, .34,
    .41, .42, .43, .44,
    .51, .52, .53, .54,
    .61, .62, .63, .64,
};

float4 main() : SV_TARGET
{
    return array_st[1];
}

[test]
draw quad
probe (0, 0) rgba (.21, .22, .23, .24)


[pixel shader]
static const float4 array_st[2*2][1+1] = {
    .11, .12, .13, .14,
    .21, .22, .23, .24,
    .31, .32, .33, .34,
    .41, .42, .43, .44,
    .51, .52, .53, .54,
    .61, .62, .63, .64,
    .71, .72, .73, .74,
    .81, .82, .83, .84,
};

float4 main() : SV_TARGET
{
    return array_st[2][1];
}

[test]
draw quad
probe (0, 0) rgba (.61, .62, .63, .64)

[pixel shader]
static const int size = 8;
static const float array[size] = {.1, .2, .3, .4, .5, .6, .7, .8};

float4 main() : sv_target
{
    return float4(array[1], array[2], array[5], array[0]);
}

[test]
draw quad
probe (0, 0) rgba (.2, .3, .6, .1)

% Additional level of indirection
[pixel shader fail(sm>=6)]
static const float array[8] = {.1, .2, 3, .4, .5, .6, .7, .8};
static const int idx = 2;
static const float array2[array[idx]] = {1, 2, .3};

float4 main() : sv_target
{
    return float4(array[1], array2[2], array[5], array[0]);
}

[test]
draw quad
probe (0, 0) rgba (.2, .3, .6, .1)


[pixel shader fail(sm>=6)]
static const struct
{
    float f;
    float2x3 m[2];
} a = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 1};

float arr[a.m[1]._13_22_21.zxy.z]; // Fails on SM6 because size is float.

float4 main() : sv_target
{
    return arr[4];
}

[test]
uniform 0 float 0.0
uniform 4 float 0.0
uniform 8 float 0.0
uniform 12 float 0.0
uniform 16 float 0.42
draw quad
probe (0, 0) rgba (0.42, 0.42, 0.42, 0.42)
