2 // uniform Texture1D g_tex3[3][2]; // TODO: legal in HLSL, but we don't handle it yet.
4 uniform Texture1D g_tex[3];
5 uniform Texture1D g_tex_explicit[3] : register(t1);
7 SamplerState g_samp[3];
8 SamplerState g_samp_explicit[3] : register(s5);
10 uniform float3x3 g_mats[4];
11 uniform float3x3 g_mats_explicit[4] : register(b10);
12 uniform float g_floats[4];
14 // uniform float g_floats[4] = { 10, 11, 12, 13 }; // TODO: ... add when initializer lists can be flattened.
18 return g_tex[1].Sample(g_samp[1], 0.2);
21 float4 TestFn2(Texture1D l_tex[3], SamplerState l_samp[3])
23 return l_tex[2].Sample(l_samp[2], 0.2);
26 static int not_flattened_a[5] = { 1, 2, 3, 4, 5 };
28 struct PS_OUTPUT { float4 color : SV_Target0; };
30 void main(out PS_OUTPUT ps_output)
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;
37 ps_output.color = TestFn1() + TestFn2(g_tex, g_samp);