[pixel shader] float myfunc() { return 0.6; } static float a = myfunc() + 0.2; static float b; static const float c; float4 main() : sv_target { return float4(a, b, c, 0); } [test] todo(glsl) draw quad probe all rgba (0.8, 0.0, 0.0, 0.0) [pixel shader fail(sm<6)] // On SM1 this gives hr 0x88760b59. static uint i; float4 main() : sv_target { return 1 / i; } [pixel shader] static struct { float4 x; float4 y; } x; float4 main() : sv_target { return 0; } [pixel shader] static struct { float4 x; float3 y; } x; float4 main() : sv_target { return float4(1, 2, 3, 4) + x.x; } [test] todo(glsl) draw quad probe all rgba (1.0, 2.0, 3.0, 4.0) [sampler 0] filter linear linear linear address clamp clamp clamp [srv 0] size (2d, 1, 1) 1.0 2.0 3.0 4.0 [pixel shader fail] static Texture2D tex; sampler sam; float4 main() : sv_target { return tex.Sample(sam, int3(0, 0, 0)); } [pixel shader] // This is allowed in 10.0.10011.16384 but not in 9.29.952.3111 static Texture2D tex; float4 main() : sv_target { return 0; } [pixel shader] // This is allowed in 10.0.10011.16384 but not in 9.29.952.3111 static Texture2D tex; sampler sam; float4 main() : sv_target { if (0) return tex.Sample(sam, int3(0, 0, 0)); else return float4(0, 1, 2, 3); } [pixel shader todo] // This is allowed in 10.0.10011.16384 but not in 9.29.952.3111 static Texture2D tex; sampler sam; uniform uint i; float4 main() : sv_target { float4 unused = tex.Sample(sam, int3(0, 1, 2)); return 0; } [pixel shader fail] static Texture2D tex1; sampler sam; float4 main() : sv_target { static Texture2D tex2 = tex1; return tex2.Sample(sam, int3(0, 0, 0)); } [pixel shader fail] static Texture2D tex1; sampler sam; float4 main(Texture2D tex2) : sv_target { tex2 = tex1; return tex2.Sample(sam, int3(0, 0, 0)); } [pixel shader todo(sm<4)] Texture2D real_tex; static Texture2D tex = real_tex; sampler sam; float4 main() : sv_target { return tex.Sample(sam, int3(0, 0, 0)); } [test] todo(sm<4 | glsl) draw quad probe all rgba (1, 2, 3, 4) [pixel shader todo(sm<4)] Texture2D real_tex; static Texture2D tex; sampler sam; float4 main() : sv_target { tex = real_tex; return tex.Sample(sam, int3(0, 0, 0)); } [test] todo(sm<4 | glsl) draw quad probe all rgba (1, 2, 3, 4) [require] shader model >= 5.0 [uav 1] format r32 float size (2d, 1, 1) 0.5 [pixel shader] // This is allowed in 10.0.10011.16384 but not in 9.29.952.3111 static RWTexture2D tex; float4 main() : sv_target { if (0) { tex[int2(0, 0)] = 2; } return 0; }