[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;
}