[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 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)