[require] shader model >= 4.0 [texture 0] size (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) rgba (0.1, 0.2, 0.3, 0.4) probe (1, 0) rgba (0.5, 0.7, 0.6, 0.8) probe (0, 1) rgba (0.6, 0.5, 0.2, 0.1) probe (1, 1) rgba (0.8, 0.0, 0.7, 1.0) [texture 0] size (1, 1) 1.0 1.0 1.0 1.0 [texture 1] size (1, 1) 2.0 2.0 2.0 1.0 [texture 2] size (1, 1) 3.0 3.0 3.0 1.0 [pixel shader todo] 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 draw quad todo probe all rgba (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 all rgba (2132, 2132, 2132, 1111) [pixel shader fail] 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] // Note: Only valid in shader model 5.1 Texture2D tex[3]; uniform int n; float4 main() : sv_target { return tex[n].Load(0); }