[pixel shader] uniform float4 x; uniform float4 y; float4 main() : SV_TARGET { return dot(x, y); } [test] uniform 0 float4 2.0 3.0 4.0 5.0 uniform 4 float4 10.0 11.0 12.0 13.0 todo(glsl) draw quad probe (0, 0) rgba (166.0, 166.0, 166.0, 166.0) [pixel shader] uniform float2 x; uniform float4 y; float4 main() : SV_TARGET { return dot(x, y); } [test] uniform 0 float4 2.0 3.0 0.0 0.0 uniform 4 float4 10.0 11.0 12.0 13.0 todo(sm<4 | glsl) draw quad probe (0, 0) rgba (53.0, 53.0, 53.0, 53.0) [pixel shader] uniform float x; uniform float4 y; float4 main() : SV_TARGET { return dot(x, y); } [test] uniform 0 float4 2.0 0.0 0.0 0.0 uniform 4 float4 10.0 11.0 12.0 13.0 todo(glsl) draw quad probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0) [pixel shader] uniform float4 x; uniform float y; float4 main() : SV_TARGET { return dot(x, y); } [test] uniform 0 float4 10.0 11.0 12.0 13.0 uniform 4 float4 2.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (92.0, 92.0, 92.0, 92.0) [pixel shader] uniform float x; uniform float y; float4 main() : SV_TARGET { return dot(x, y); } [test] % Account for both the SM1 and SM4 uniform layout uniform 0 float4 2.0 3.0 0.0 0.0 uniform 4 float4 3.0 0.0 0.0 0.0 todo(glsl) draw quad probe (0, 0) rgba (6.0, 6.0, 6.0, 6.0) [pixel shader] static const float4 x = float4(2.0, 3.0, 4.0, 5.0); static const float4 y = float4(6.0, 7.0, 8.0, 9.0); float4 main() : sv_target { return dot(x, y); } [test] todo(glsl) draw quad probe (0, 0) rgba (110.0, 110.0, 110.0, 110.0) [pixel shader fail] uniform float1x1 x; uniform float4 y; float4 main() : SV_TARGET { return dot(x, y); } [pixel shader fail] uniform float1x4 x; uniform float4 y; float4 main() : SV_TARGET { return dot(x, y); } [pixel shader fail] uniform float4x1 x; uniform float4 y; float4 main() : SV_TARGET { return dot(x, y); } [pixel shader fail] uniform float4x4 x; uniform float4 y; float4 main() : SV_TARGET { return dot(x, y); }