[pixel shader fail(sm<6)] sampler s { foo = float; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] sampler s = sampler_state { foo = float; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] sampler s { 2 = 3; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] sampler s { 2; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] sampler s { foo; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] sampler s { foo = bar }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] sampler s {} float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] float f {} = 1; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] float f = 1 {}; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] sampler s = sampler_state; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] float f {} : register(c1); float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] float f { foo = (sampler)2; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] float f { foo = (faketype)2; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] float f { foo = (sampler)bar; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail(sm<6)] float f { foo = bar(); }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader] float u : register(c1) {}; float4 main() : sv_target { float zero = 0; float a {}; float b { foo = bar; foo = bar; foo = (int)2; foo = (int)bar; foo = float4(bar, baz, qux, xyzzy); foo = zero++; }; float c {}, d = 1, e; struct {int a;} s {foo = bar;}; return float4(0, 1, zero, 1); } [test] todo(glsl) draw quad probe (0, 0) rgba (0, 1, 0, 1) % Arbitrary names are allowed in the lhs of state block entries. [pixel shader] sampler sam { Foobar = 3; }; float4 main() : sv_target { return 0; } % Undefined identifiers are allowed in state blocks. [pixel shader] sampler sam { Filter = arbitrary_identifier; }; float4 main() : sv_target { return 0; } % State blocks can be empty [pixel shader] sampler sams[2] { { }, { } }; float4 main() : sv_target { return 0; } % Multiple state blocks for array variables, as a list, are a thing. [pixel shader] sampler sams[2] { { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; } }; float4 main() : sv_target { return 0; } % Multiple state blocks for multi-component variables, as a list, are a thing. [pixel shader] float2 val { { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; } }; float4 main() : sv_target { return 0; } % The number of state blocks in the state block list must match the number of components. [pixel shader fail(sm<6)] sampler sams[2] { { } }; float4 main() : sv_target { return 0; } [pixel shader fail(sm<6)] sampler sams[2][2] { { }, { } }; float4 main() : sv_target { return 0; } [pixel shader fail(sm<6)] float2 arr[2] { { }, { } }; float4 main() : sv_target { return 0; } [pixel shader] float3 arr[2] { { }, { }, { }, { }, { }, { } }; float4 main() : sv_target { return 0; } [pixel shader fail(sm<6)] sampler sams[2] { { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; }, // trailing comma not allowed. }; float4 main() : sv_target { return 0; } % Multiple state blocks for multi-dimensional array variables are a thing. [pixel shader] sampler sams[2][2] { { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; } }; float4 main() : sv_target { return 0; } % State blocks cannot be nested further than one level, regardless of multi-dimensionality. [pixel shader fail(sm<6)] sampler sams[2][2] { { { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; } }, { { Filter = ANISOTROPIC; }, { Filter = ANISOTROPIC; } } }; float4 main() : sv_target { return 0; } % Variables of 1 component can still use a single state block without the need to put it inside a list. [pixel shader] sampler sams[1] { Filter = ANISOTROPIC; }; float4 main() : sv_target { return 0; } [pixel shader] sampler sam { { Filter = ANISOTROPIC; } }; float4 main() : sv_target { return 0; } % It is possible to declare an empty state block [pixel shader] float f { }; float4 main() : sv_target { return 0; } % State block entries may have indexes. [pixel shader] sampler sam { dogs[3] = 5; }; float4 main() : sv_target { return 0; } % State block entry indexes can only be integers, not even constant expressions are allowed. [pixel shader fail(sm<6)] sampler sam { dogs[3 + 4] = 10; }; float4 main() : sv_target { return 0; } % State block entry indexes can not be negative integers. [pixel shader fail(sm<6)] sampler sam { dogs[-2] = 10; }; float4 main() : sv_target { return 0; } [pixel shader fail(sm<6)] static const int a = 5; sampler sam { dogs[a] = 5; }; float4 main() : sv_target { return 0; } % State blocks may have bracket initializers on the rhs. [pixel shader] sampler sam { MaxAnisotropy = 3; cat = {1, 2, {3, "string"}}; dogs[3] = {1, {2, {4}}, 3, any_identifier}; }; float4 main() : sv_target { return 0; } % Even though using undefined identifiers is allowed, calls to undefined functions are not. [pixel shader fail(sm<6)] sampler sam { cat = fun(); }; float4 main() : sv_target { return 0; } % PixelShader and VertexShader are valid identifiers for the lhs [pixel shader] sampler sam { pixelShader = 20; PixelShader = 25; VertexShader = 30; vertexshader = 35; }; float4 main() : sv_target { return 0; } % State blocks are valid for numeric types. [pixel shader] float f { MaxAnisotropy = 3; }; float4 main() : sv_target { return 0; } % State blocks are valid for texture types. [pixel shader] Texture2D tex { MaxAnisotropy = 3; }; float4 main() : sv_target { return 0; } % Same rules apply for technique passes [pixel shader] technique { pass { cat = {1, 2, {3, "string"}}; dogs[3] = {1, {2, {4}}, 3, any_identifier}; } } float4 main() : sv_target { return 0; } % Multi-dimensional arrays on the lhs on state blocks are syntax errors. [pixel shader fail(sm<6)] sampler sam { dogs[1][1] = 1; }; float4 main() : sv_target { return 0; } [pixel shader fail(sm<6)] technique { pass { dogs[1][1] = 1; } } float4 main() : sv_target { return 0; } % Test complex expression on the rhs, including function calls. [pixel shader] float4 addition(float4 a, float4 b) { return a + b; } sampler sam { cat = addition(foo, bar) + p * q; }; float4 main() : sv_target { return 0; } % State blocks are valid for DepthStencilState [pixel shader] DepthStencilState dss1 { DepthEnable = false; DepthWriteMask = Zero; DepthFunc = Less; random_field = 12; }; float4 main() : sv_target { return 0; } % State blocks are valid for BlendState. [pixel shader] BlendState bs1 { random_field = 1; }; float4 main() : sv_target { return 0; } % State blocks are valid for VertexShader and PixelShader [pixel shader] PixelShader ps1 { random_field = 1; }; VertexShader vs1 { random_field = 1; }; float4 main() : sv_target { return 0; } % State blocks are valid for RasterizerState [pixel shader] RasterizerState rs { random_field = 1; }; float4 main() : sv_target { return 0; } % Undefined identifiers cannot be indexed. [pixel shader fail(sm<6)] float4 main() : sv_target { return 0; } DepthStencilState dss1 { RandomField = foobar[2]; }; % Undefined identifiers can be swizzled with .x which proves that they are considered scalar [pixel shader] float4 main() : sv_target { return 0; } DepthStencilState dss1 { RandomField = foobar.x; }; [pixel shader fail(sm<6)] float4 main() : sv_target { return 0; } DepthStencilState dss1 { RandomField = foobar.y; }; % The type of previously defined variables is respected, but array indexes are not checked. [pixel shader] float4 arr[3]; float4 main() : sv_target { return 0; } DepthStencilState dss1 { RandomField = arr[90]; }; % The type of previously defined variables is respected, and swizzles are checked. [pixel shader fail(sm<6)] float3 vec; float4 main() : sv_target { return 0; } DepthStencilState dss1 { RandomField = vec.w; };