[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 draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) uniform 12 float4 1 0 0 0 draw quad probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 12 float4 0 1 0 0 draw quad probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 12 float4 1 1 0 0 draw quad probe all 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 todo(sm>=6) draw quad probe all rgba (11.0, 11.0, 11.0, 11.0) uniform 0 float 1 todo(sm>=6) draw quad probe all rgba (12.0, 12.0, 12.0, 12.0) uniform 0 float 2 todo(sm>=6) draw quad probe all rgba (13.0, 13.0, 13.0, 13.0) uniform 0 float 3 todo(sm>=6) draw quad probe all 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(sm>=6) draw quad todo(sm>=6) probe all rgba (3, 3, 3, 3) [pixel shader] 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>=6) draw quad probe all rgba (21.0, 1.0, 24.0, 0.0) uniform 0 float 1 todo(sm>=6) draw quad probe all rgba (22.0, 0.0, 23.0, 1.0) uniform 0 float 2 todo(sm>=6) draw quad probe all rgba (23.0, 1.0, 22.0, 0.0) uniform 0 float 3 todo(sm>=6) draw quad probe all 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(sm>=6) draw quad todo(sm>=6) probe all rgba (1.0, 2.0, 3.0, 4.0) uniform 0 float4 1 0 0 0 todo(sm>=6) draw quad todo(sm>=6) probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 0 float4 0 1 0 0 todo(sm>=6) draw quad todo(sm>=6) probe all rgba (5.0, 6.0, 7.0, 8.0) uniform 0 float4 1 1 0 0 todo(sm>=6) draw quad todo(sm>=6) probe all 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(sm>=6) draw quad probe all rgba (1.0, 120.0, 90.0, 4.0) % 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(sm>=6) draw quad todo(sm>=6) probe all rgba (100, 6, 7, 8) uniform 0 int 2 uniform 1 int 2 todo(sm>=6) draw quad todo(sm>=6) probe all rgba (5, 6, 100, 8) uniform 0 int 1 uniform 1 int 3 todo(sm>=6) draw quad todo(sm>=6) probe all 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(sm>=6) draw quad todo(sm>=6) probe all rgba (1126, 3344, 5566, 3788)