[pixel shader fail] struct apple { float3 aa; float bb; }; float4 main() : sv_target { float4 f = {1, 2, 3, 4}; struct apple a; a = f; return a.aa.xyzx; } [pixel shader fail] struct apple { float aa; float bb; }; float4 main() : sv_target { struct apple a = {1, 2}; float2 f; f = a; return f.xyxy; } [pixel shader fail(sm>=6)] struct apple { float3 aa; float bb; }; float4 main() : sv_target { float f[4] = {1, 2, 3, 4}; struct apple a; a = f; return a.aa.xyzx; } [test] todo(glsl) draw quad probe all rgba (1.0, 2.0, 3.0, 1.0) [pixel shader fail] struct apple { float3 aa; int bb; }; float4 main() : sv_target { float f[4] = {1, 2, 3, 4}; struct apple a; a = f; return a.aa.xyzx; } [pixel shader fail(sm>=6)] struct apple { float3 aa; float bb; }; float4 main() : sv_target { struct apple a = {5, 6, 7, 8}; float f[4]; f = a; return float4(f); } [test] todo(glsl) draw quad probe all rgba (5.0, 6.0, 7.0, 8.0) [pixel shader fail(sm>=6)] Texture2D tex; struct apple { int2 aa; Texture2D bb; float cc; }; struct banana { int aa[2]; Texture2D bb; float cc; }; float4 main() : sv_target { struct apple a = {1, 2, tex, 4}; struct banana b; b = a; return b.cc; } [test] todo(glsl) draw quad probe all rgba (4.0, 4.0, 4.0, 4.0) [pixel shader fail(sm>=6)] Texture2D tex; struct apple { int2 aa; Texture2D bb; float cc; }; struct banana { int aa[2]; Texture2D bb; float cc; }; float4 fun(struct banana b) { return b.cc; } float4 main() : sv_target { struct apple a = {1, 2, tex, 5}; return fun(a); } [test] todo(glsl) draw quad probe all rgba (5.0, 5.0, 5.0, 5.0) [pixel shader fail(sm>=6)] struct apple { float3 xx[2]; int4 yy; }; struct banana { struct apple apples[2]; int3 bb[2]; int4 cc[3]; }; struct cherry { int2 xx; int yy[3]; }; struct donut { float4 aa; float2 bb; int cc[4]; float dd[6]; struct cherry cherries[4]; int2 ee; }; float4 main() : sv_target { struct banana b = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37}; struct donut d; d = b; return d.aa + d.cherries[3].yy[2] + d.ee.xyxx; } [test] todo(glsl) draw quad probe all rgba (71.0, 73.0, 73.0, 74.0) [pixel shader fail] struct apple { float3 aa; int bb; }; struct banana { float3 aa; float bb; }; float4 main() : sv_target { struct apple a = {1, 2, 3, 4}; struct banana b; b = a; return b.bb; } [pixel shader fail] float main() : SV_TARGET { float arr[3] = {1, 2, 3}; float v; v = arr; return 0; } [pixel shader fail] float main() : SV_TARGET { float2 arr[3] = {1, 2, 3, 4, 5, 6}; float2 vec; vec = arr; return 0; } [pixel shader fail] float4 main() : SV_TARGET { int arr1[4] = {1, 2, 3, 4}; float arr2[4]; arr2 = arr1; return 0; } [pixel shader fail] float4 main() : SV_TARGET { float2x2 mat = {1, 2, 3, 4}; float3 vec; vec = mat; return 0; } [pixel shader fail] float4 main() : SV_TARGET { float4 f = {1, 2, 3, 4}; float arr[4]; arr = f; return 0; } [pixel shader fail] float4 main() : SV_TARGET { float arr[4] = {1, 2, 3, 4}; float4 f; f = arr; return 0; } [pixel shader fail] float4 main() : SV_TARGET { float3x2 mat1 = {1, 2, 3, 4, 5, 6}; float2x3 mat2; mat2 = mat1; return 0; } [pixel shader fail] struct apple { float aa; }; float4 main() : SV_TARGET { struct apple a = 3.0; return 0; }