1 2// uniform Texture1D g_tex3[3][2]; // TODO: legal in HLSL, but we don't handle it yet. 3 4uniform Texture1D g_tex[3]; 5uniform Texture1D g_tex_explicit[3] : register(t1); 6 7SamplerState g_samp[3]; 8SamplerState g_samp_explicit[3] : register(s5); 9 10uniform float3x3 g_mats[4]; 11uniform float3x3 g_mats_explicit[4] : register(b10); 12uniform float g_floats[4]; 13 14// uniform float g_floats[4] = { 10, 11, 12, 13 }; // TODO: ... add when initializer lists can be flattened. 15 16float4 TestFn1() 17{ 18 return g_tex[1].Sample(g_samp[1], 0.2); 19} 20 21float4 TestFn2(Texture1D l_tex[3], SamplerState l_samp[3]) 22{ 23 return l_tex[2].Sample(l_samp[2], 0.2); 24} 25 26static int not_flattened_a[5] = { 1, 2, 3, 4, 5 }; 27 28struct PS_OUTPUT { float4 color : SV_Target0; }; 29 30void main(out PS_OUTPUT ps_output) 31{ 32 // test flattening for local assignment initialization 33 SamplerState local_sampler_array[3] = g_samp; 34 Texture1D local_texture_array[3] = g_tex; 35 float local_float_array[4] = g_floats; 36 37 ps_output.color = TestFn1() + TestFn2(g_tex, g_samp); 38} 39