//TEST:SIMPLE(filecheck=HLSL): -target hlsl -profile vs_6_0 -entry Main // HLSL: #pragma pack_matrix(column_major) // HLSL-NOT: row_major float4x4 worldToClip // HLSL: row_major float4x4 instanceMeshToWorld [shader("vertex")] void Main( uniform column_major float4x4 worldToClip, out float4 SV_Position : SV_Position, in row_major float4x4 instanceMeshToWorld : instanceMeshToWorld, in float3 vertexPositionInMesh : vertexPositionInMesh ) { SV_Position = mul( mul(worldToClip, instanceMeshToWorld), float4(vertexPositionInMesh, 1.f), ); }