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