[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 t = NULL; RWTexture1D u1 = NULL; RWTexture2D u2 = NULL; RWTexture3D u3 = NULL; RWTexture1DArray ua1 = NULL; RWTexture2DArray ua2 = NULL; RWBuffer 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 t1 = NULL; float4 main() : sv_target { return 0; }