[require] shader model >= 4.0 [srv 0] size (2d, 3, 3) 0.1 0.1 0.1 0.1 0.2 0.2 0.2 0.2 0.3 0.3 0.3 0.3 0.4 0.4 0.4 0.4 0.5 0.5 0.5 0.5 0.6 0.6 0.6 0.6 0.7 0.7 0.7 0.7 0.8 0.8 0.8 0.8 0.9 0.9 0.9 0.9 [srv 1] size (2d, 2, 2) 0.1 0.1 0.1 0.0 0.2 0.2 0.2 0.0 0.4 0.4 0.4 0.0 0.5 0.5 0.5 0.0 [pixel shader] Texture2D tex1; Texture2D tex2; float4 main() : sv_target { Texture2D q[2] = {tex1, tex2}; return q[0].Load(int3(0, 0, 0)) + q[1].Load(int3(0, 0, 0)); } [test] todo(glsl) draw quad probe all rgba (0.2, 0.2, 0.2, 0.1) [pixel shader] Texture2D tex; struct foo { float2 aa; Texture2D bb; Texture2D cc; float4 dd; }; float4 main() : sv_target { struct foo q = {10, 20, tex, tex, 30, 40, 50, 60}; return q.bb.Load(int3(2, 0, 0)) + q.cc.Load(int3(1, 2, 0)) + q.dd; } [test] todo(glsl) draw quad probe all rgba (31.1, 41.1, 51.1, 61.1) 1 [pixel shader] Texture2D tex1; Texture2D tex2; struct foo { float2 aa; Texture2D bb[2]; // NOTE: this cannot be initialized in shader model >= 5.1 float4 cc; }; float4 main() : sv_target { struct foo q = {10, 20, tex1, tex2, 30, 40, 50, 60}; return q.bb[0].Load(int3(0, 0, 0)) + q.bb[1].Load(int3(1, 1, 0)) + q.cc; } [pixel shader fail] Texture2D tex; struct foo { float2 aa; Texture2D bb; Texture2D cc; float4 dd; }; float4 main() : sv_target { struct foo q = {10, 20, tex, 30, 40, 50, 60}; return 0.0; } [pixel shader fail] Texture2D tex; struct foo { float2 aa; Texture2D bb; Texture2D cc; float4 dd; }; float4 main() : sv_target { struct foo q = {10, 20, tex, tex, tex, 30, 40, 50, 60}; return 0.0; }