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