[pixel shader fail]
    float4 main() : sv_target
    {
        float4 x, x;

        return 0;
    }

[pixel shader fail]
    float4 main() : sv_target
    {
        float4 x;
        float4 x;

        return 0;
    }

[pixel shader fail]
    float4 x;
    float4 x;

    float4 main() : sv_target
    {
        return 0;
    }

[pixel shader]
    float4 x;

    float4 main() : sv_target
    {
        float4 x;

        return 0;
    }

[pixel shader]
    float4 x;

    float4 main(float4 x : TEXCOORD) : sv_target
    {
        return x;
    }

[pixel shader fail]
    float4 main(float4 x : TEXCOORD) : sv_target
    {
        float4 x;
        return 0;
    }

[pixel shader fail]
    float4 main(float4 x : TEXCOORD, float4 x : TEXCOORD) : sv_target
    {
        return 0;
    }

[pixel shader]
    float4 main() : sv_target
    {
        float4 x = 1;
        {
            return x;
        }
    }

[pixel shader]
    float4 main(float4 x : TEXCOORD) : sv_target
    {
        {
            float4 x = 1;
            return x;
        }
    }

[pixel shader fail]
    float4 main() : sv_target
    {
        {
            float4 x = 1;
        }
        return x;
    }

[pixel shader]
    float4 main() : sv_target
    {
        float4 x = 1;
        if (1)
        {
            return x;
        }
    }

[pixel shader]
    float4 main(float4 x : TEXCOORD) : sv_target
    {
        if (1)
        {
            float4 x = 1;
            return x;
        }
    }

[pixel shader fail]
    float4 main() : sv_target
    {
        if (1)
        {
            float4 x = 1;
        }
        return x;
    }

[pixel shader fail]
    {
        float4 x = 1;
    }
    float4 main() : sv_target
    {
        return 0;
    }

[pixel shader fail]
    float4 main() : sv_target
    {
        return x;
        float4 x = 1;
    }

[pixel shader fail]
    float4 main() : sv_target
    {
        return x;
    }
    float4 x;
