[pixel shader] uniform float4 f[3]; uniform float2 i; float4 main() : sv_target { return f[i.x + i.y]; } [test] uniform 0 float4 1.0 2.0 3.0 4.0 uniform 4 float4 5.0 6.0 7.0 8.0 uniform 8 float4 9.0 10.0 11.0 12.0 uniform 12 float4 0 0 0 0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) uniform 12 float4 1 0 0 0 todo(glsl) draw quad probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0) uniform 12 float4 0 1 0 0 todo(glsl) draw quad probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0) uniform 12 float4 1 1 0 0 todo(glsl) draw quad probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0) [pixel shader] uniform float i; float4 main() : SV_TARGET { float4 arr = float4(11.0, 12.0, 13.0, 14.0); return arr[i]; } [test] uniform 0 float 0 draw quad probe (0, 0) rgba (11.0, 11.0, 11.0, 11.0) uniform 0 float 1 draw quad probe (0, 0) rgba (12.0, 12.0, 12.0, 12.0) uniform 0 float 2 draw quad probe (0, 0) rgba (13.0, 13.0, 13.0, 13.0) uniform 0 float 3 draw quad probe (0, 0) rgba (14.0, 14.0, 14.0, 14.0) [pixel shader] float i; float4 main() : sv_target { float a[4] = {1, 2, 3, 4}; return a[i]; } [test] uniform 0 float 2.3 todo(glsl) draw quad probe (0, 0) rgba (3, 3, 3, 3) [pixel shader todo(sm<4)] uniform float i; float4 main() : SV_TARGET { int4 arr_i = int4(21, 22, 23, 24); bool4 arr_b = bool4(true, false, true, false); return float4(arr_i[i], arr_b[i], arr_i[3 - i], arr_b[3 - i]); } [test] uniform 0 float 0 todo(sm<4) draw quad probe (0, 0) rgba (21.0, 1.0, 24.0, 0.0) uniform 0 float 1 todo(sm<4) draw quad probe (0, 0) rgba (22.0, 0.0, 23.0, 1.0) uniform 0 float 2 todo(sm<4) draw quad probe (0, 0) rgba (23.0, 1.0, 22.0, 0.0) uniform 0 float 3 todo(sm<4) draw quad probe (0, 0) rgba (24.0, 0.0, 21.0, 1.0) [pixel shader] uniform float2 i; float4 main() : sv_target { float4 f[3] = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12}; return f[i.x + i.y]; } [test] uniform 0 float4 0 0 0 0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 2.0, 3.0, 4.0) uniform 0 float4 1 0 0 0 todo(glsl) draw quad probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0) uniform 0 float4 0 1 0 0 todo(glsl) draw quad probe (0, 0) rgba (5.0, 6.0, 7.0, 8.0) uniform 0 float4 1 1 0 0 todo(glsl) draw quad probe (0, 0) rgba (9.0, 10.0, 11.0, 12.0) [pixel shader] float4 a; float4 main() : sv_target { float4 arr[] = {10, 20, 30, 40, 50, 60, 70, 80, 90, 100, 110, 120}; float4 tmp = float4(1, 2, 3, 4); tmp.yz = arr[a.z].wx; return tmp; } [test] uniform 0 float4 0 0 2.4 0 todo(glsl) draw quad probe (0, 0) rgba (1.0, 120.0, 90.0, 4.0) [pixel shader] float i, j; float4 main() : sv_target { float arr[6][2] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}; return arr[i][j]; } [test] if(sm<4) uniform 0 float 3 if(sm<4) uniform 4 float 1 if(sm>=4) uniform 0 float4 3 1 0 0 todo(glsl) draw quad probe (0, 0) rgba (7, 7, 7, 7) if(sm<4) uniform 0 float 5 if(sm<4) uniform 4 float 0 if(sm>=4) uniform 0 float4 5 0 0 0 todo(glsl) draw quad probe (0, 0) rgba (10, 10, 10, 10) [pixel shader] float i, j; float k; float4 main() : sv_target { float4 arr[4][3] = { 0, 1, 2, 3, 10, 11, 12, 13, 20, 21, 22, 23, 30, 31, 32, 33, 40, 41, 42, 43, 50, 51, 52, 53, 60, 61, 62, 63, 70, 71, 72, 73, 80, 81, 82, 83, 90, 91, 92, 93, 100, 101, 102, 103, 110, 111, 112, 113, }; return arr[i + k][j + k]; } [test] if(sm<4) uniform 0 float 2 if(sm<4) uniform 4 float 1 if(sm<4) uniform 8 float -1 if(sm>=4) uniform 0 float4 2 1 -1 0 todo(glsl) draw quad probe (0, 0) rgba (30, 31, 32, 33) if(sm<4) uniform 0 float 1 if(sm<4) uniform 4 float 0 if(sm<4) uniform 8 float 1 if(sm>=4) uniform 0 float4 1 0 1 0 todo(glsl) draw quad probe (0, 0) rgba (70, 71, 72, 73) [pixel shader] float i, j; float4 main() : sv_target { struct { float a; float b[3]; } apples[4] = {42, 0, 1, 2, 42, 3, 4, 5, 42, 6, 7, 8, 42, 9, 10, 11}; return apples[i - 10].b[j - 10]; } [test] if(sm<4) uniform 0 float 11 if(sm<4) uniform 4 float 12 if(sm>=4) uniform 0 float4 11 12 0 0 todo(glsl) draw quad probe (0, 0) rgba (5, 5, 5, 5) if(sm<4) uniform 0 float 13 if(sm<4) uniform 4 float 10 if(sm>=4) uniform 0 float4 13 10 0 0 todo(glsl) draw quad probe (0, 0) rgba (9, 9, 9, 9) % SM1 doesn't support relative addressing if it is used in a l-value. [require] shader model >= 4.0 [pixel shader] int i, j; float4 main() : sv_target { float mut1[4] = {1, 2, 3, 4}; float mut2[4] = {5, 6, 7, 8}; mut1[i] = 100; mut2[j] = mut1[j]; return float4(mut2[0], mut2[1], mut2[2], mut2[3]); } [test] uniform 0 int 0 uniform 1 int 0 todo(glsl) draw quad probe (0, 0) rgba (100, 6, 7, 8) uniform 0 int 2 uniform 1 int 2 todo(glsl) draw quad probe (0, 0) rgba (5, 6, 100, 8) uniform 0 int 1 uniform 1 int 3 todo(glsl) draw quad probe (0, 0) rgba (5, 6, 7, 4) [pixel shader] float a, b, c, d; float e, f, g, h; int i, j; float4 main() : sv_target { float arr1[8] = {a, a, b, b, c, c, d, d}; float arr2[8] = {e, e, f, f, g, g, h, h}; arr1[i] = arr2[i]; arr2[j] = arr1[j]; return 1000 * float4(arr1[0], arr1[4], arr2[0], arr2[4]) + 100 * float4(arr1[1], arr1[5], arr2[1], arr2[5]) + 10 * float4(arr1[2], arr1[6], arr2[2], arr2[6]) + 1 * float4(arr1[3], arr1[7], arr2[3], arr2[7]); } [test] uniform 0 float4 1 2 3 4 uniform 4 float4 5 6 7 8 uniform 8 int 3 uniform 9 int 4 todo(glsl) draw quad probe (0, 0) rgba (1126, 3344, 5566, 3788) [pixel shader] uint i, j; float4 main() : sv_target { float mut1[4] = {1, 2, 3, 4}; /* dxc emits a pointer bitcast, which results in a VSIR MOV with mismatched data types. */ mut1[i] = asfloat(j); return float4(mut1[0], mut1[1], mut1[2], mut1[3]); } [test] uniform 0 uint 1 uniform 1 uint 0x40a00000 todo(glsl) draw quad probe (0, 0) rgba (1, 5, 3, 4) [require] % reset requirements [pixel shader] uniform float4 f[4]; uniform uint4 u; uniform uint4 v; float4 main() : sv_target { float temp[4]; temp[0] = f[u.x].x; temp[1] = f[u.y].x; temp[2] = f[u.z].x; temp[3] = f[u.w].x; return float4(temp[v.x], temp[v.y], temp[v.z], temp[v.w]); } % FXC is incapable of compiling this correctly, but results differ for SM1-3 vs SM4-5. [test] uniform 0 float 1.0 uniform 4 float 2.0 uniform 8 float 3.0 uniform 12 float 4.0 uniform 16 uint4 3 1 0 2 uniform 20 uint4 0 3 1 2 todo(glsl) draw quad if(sm<4) probe (0,0) rgba (1.0, 1.0, 1.0, 1.0) if(sm>=4 & sm<6) todo probe (0,0) rgba (4.0, 4.0, 4.0, 4.0) if(sm>=6) probe (0,0) rgba (4.0, 3.0, 2.0, 1.0) [require] shader model >= 4.0 [pixel shader] float4 f[2]; float4 main(uint index : INDEX) : sv_target { return f[index]; }