[pixel shader fail] float4 main() : sv_target { return y; } [pixel shader fail] float4 main() : sv_target { float4 x = float4(0, 0, 0, 0); x.xzzx = float4(1, 2, 3, 4); return x; } [pixel shader fail] float4 main(float2 pos : TEXCOORD0) : sv_target { float4 x = pos; return x; } [pixel shader fail] float4 563r(float2 45s : TEXCOORD0) : sv_target { float4 x = 45s; return float4(x.x, x.y, 0, 0); } [pixel shader fail] float4 main() : sv_target { struct { int b,c; } x = {0}; return x; } [pixel shader fail] float4 main() : sv_target { struct {} x = {}; return x; } [pixel shader fail] float4 main(float2 pos : TEXCOORD0) : sv_target { return; } [pixel shader fail] void main(float2 pos : TEXCOORD0) { return pos; } [pixel shader fail] float4 main(float2 pos : TEXCOORD0) : sv_target { return pos; } [pixel shader fail] float4 main() : sv_target { float a[0]; return 0; } [pixel shader fail] float4 main() : sv_target { float a[65537]; return 0; } [pixel shader fail] float4 main() : sv_target { int x; float a[(x = 2)]; return 0; } [pixel shader fail] uniform float4 main() : sv_target { return 0; } [pixel shader fail] typedef row_major float4x4 matrix_t; typedef column_major matrix_t matrix2_t; float4 main() : sv_target { return 0; } [pixel shader fail] float4 main() { return 0; } [pixel shader fail] float4 main(out float4 o : sv_target) { o = 1; return 0; } [pixel shader fail] struct {float4 a;}; float4 main() : sv_target { return 0; } [pixel shader fail] float4 main() : sv_target { const float4 x; return x; }