[pixel shader] static const float4 array_st[(2 + 1) * 2] = { .11, .12, .13, .14, .21, .22, .23, .24, .31, .32, .33, .34, .41, .42, .43, .44, .51, .52, .53, .54, .61, .62, .63, .64, }; float4 main() : SV_TARGET { return array_st[1]; } [test] draw quad probe (0, 0) rgba (.21, .22, .23, .24) [pixel shader] static const float4 array_st[2*2][1+1] = { .11, .12, .13, .14, .21, .22, .23, .24, .31, .32, .33, .34, .41, .42, .43, .44, .51, .52, .53, .54, .61, .62, .63, .64, .71, .72, .73, .74, .81, .82, .83, .84, }; float4 main() : SV_TARGET { return array_st[2][1]; } [test] draw quad probe (0, 0) rgba (.61, .62, .63, .64) [pixel shader] static const int size = 8; static const float array[size] = {.1, .2, .3, .4, .5, .6, .7, .8}; float4 main() : sv_target { return float4(array[1], array[2], array[5], array[0]); } [test] draw quad probe (0, 0) rgba (.2, .3, .6, .1) % Additional level of indirection [pixel shader fail(sm>=6)] static const float array[8] = {.1, .2, 3, .4, .5, .6, .7, .8}; static const int idx = 2; static const float array2[array[idx]] = {1, 2, .3}; float4 main() : sv_target { return float4(array[1], array2[2], array[5], array[0]); } [test] draw quad probe (0, 0) rgba (.2, .3, .6, .1) [pixel shader fail(sm>=6)] static const struct { float f; float2x3 m[2]; } a = {0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 5, 1}; float arr[a.m[1]._13_22_21.zxy.z]; // Fails on SM6 because size is float. float4 main() : sv_target { return arr[4]; } [test] uniform 0 float 0.0 uniform 4 float 0.0 uniform 8 float 0.0 uniform 12 float 0.0 uniform 16 float 0.42 draw quad probe (0, 0) rgba (0.42, 0.42, 0.42, 0.42)