[pixel shader] float fun(float a[2]) { return 10 * a[0] + a[1]; } float4 main() : sv_target { float f[2] = {2, 5}; return fun(f); } [test] draw quad probe all rgba (25.0, 25.0, 25.0, 25.0) [pixel shader fail] float fun(float a[2]) { return 0; } float4 main() : sv_target { int f[2] = {2, 5}; return fun(f); } [pixel shader fail] float fun(float a[1]) { return 0; } float4 main() : sv_target { float f = 4; return fun(f); } [pixel shader fail] float fun(int a[2]) { return 0; } float4 main() : sv_target { float f[2] = {1, 2}; return fun(f); } [pixel shader] float4 fun(float a[2][4]) { float4 res; res.x = 10 * a[0][0] + a[1][0]; res.y = 10 * a[0][1] + a[1][1]; res.z = 10 * a[0][2] + a[1][2]; res.w = 10 * a[0][3] + a[1][3]; return res; } float4 main() : sv_target { float f[2][4] = {1, 2, 3, 4, 5, 6, 7, 8}; return fun(f); } [test] draw quad probe all rgba (15.0, 26.0, 37.0, 48.0) [pixel shader fail] float fun(float a[2]) { return a[2]; // out of bounds. } float4 main() : sv_target { float f[2] = {1, 2}; return fun(f); } [pixel shader fail] float fun(float a[2]) { return 0; } float4 main() : sv_target { float f[3] = {1, 2, 3}; return fun(f); } % Implicit size arrays are not allowed. [pixel shader fail] float fun(float a[]) { return 0; } float4 main() : sv_target { float f[2] = {1, 2}; return fun(f); } [pixel shader fail] float4 fun(float a[4]) { return 0; } float4 main() : sv_target { float4 v = {1, 2, 3, 4}; return fun(v); } % Arrays with the same number of components are allowed. [pixel shader] float fun(float a[2][3]) { return 100*a[0][0] + 10*a[0][2] + a[1][2]; } float4 main() : sv_target { float f[3][2] = {1, 2, 3, 4, 5, 6}; return fun(f); } [test] draw quad probe all rgba (136.0, 136.0, 136.0, 136.0) [pixel shader] float fun(float a[2][3]) { return 100*a[0][0] + 10*a[1][0] + a[1][2]; } float4 main() : sv_target { float f[6] = {7, 8, 9, 0, 1, 2}; return fun(f); } [test] draw quad probe all rgba (702.0, 702.0, 702.0, 702.0)