[pixel shader fail]
float4 var = NULL;

float4 main() : sv_target
{
    return 0;
}

[pixel shader fail]
float4x4 var = NULL;

float4 main() : sv_target
{
    return 0;
}

[pixel shader fail]
struct s
{
    float4 f;
};

float4 main() : sv_target
{
    s var = (s)NULL;
    return s.f;
}

[pixel shader fail(sm<6)]
Texture var = null;

float4 main() : sv_target
{
    return 0;
}

[pixel shader]
SamplerState s
{
    UnknownField = NULL;
};

Texture t = NULL;
PixelShader ps = NULL;
VertexShader vs = NULL;

float4 main() : sv_target
{
    return 0;
}

[require]
shader model >= 4.0

[pixel shader fail(sm>=6)]
Texture2DMS<float4> t = NULL;

RWTexture1D<float4> u1 = NULL;
RWTexture2D<float4> u2 = NULL;
RWTexture3D<float4> u3 = NULL;

RWTexture1DArray<float4> ua1 = NULL;
RWTexture2DArray<float4> ua2 = NULL;

RWBuffer<float4> b1 = NULL;

DepthStencilView dsv = NULL;
RenderTargetView rtv = NULL;

float4 main() : sv_target
{
    return 0;
}

[require]
shader model >= 5.0

[pixel shader fail(sm>=6)]
RasterizerOrderedTexture2D<uint4> t1 = NULL;

float4 main() : sv_target
{
    return 0;
}
