[pixel shader fail(sm<6)]
sampler s
{
    foo = float;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
sampler s = sampler_state
{
    foo = float;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
sampler s
{
    2 = 3;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
sampler s
{
    2;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
sampler s
{
    foo;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
sampler s
{
    foo = bar
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail]
sampler s {}

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail]
float f {} = 1;

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail]
float f = 1 {};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail]
sampler s = sampler_state;

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail]
float f {} : register(c1);

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
float f
{
    foo = (sampler)2;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
float f
{
    foo = (faketype)2;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
float f
{
    foo = (sampler)bar;
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader fail(sm<6)]
float f
{
    foo = bar();
};

float4 main() : sv_target
{
    return float4(0, 0, 0, 0);
}

[pixel shader]
float u : register(c1) {};
float4 main() : sv_target
{
    float zero = 0;
    float a {};
    float b
    {
        foo = bar;
        foo = bar;
        foo = (int)2;
        foo = (int)bar;
        foo = float4(bar, baz, qux, xyzzy);
        foo = zero++;
    };
    float c {}, d = 1, e;
    struct {int a;} s {foo = bar;};
    return float4(0, 1, zero, 1);
}

[test]
todo(glsl) draw quad
probe all rgba (0, 1, 0, 1)


% Arbitrary names are allowed in the lhs of state block entries.
[pixel shader]
sampler sam
{
    Foobar = 3;
};

float4 main() : sv_target { return 0; }


% Undefined identifiers are allowed in state blocks.
[pixel shader]
sampler sam
{
    Filter = arbitrary_identifier;
};

float4 main() : sv_target { return 0; }


% State blocks can be empty
[pixel shader]
sampler sams[2]
{
    {
    },
    {
    }
};

float4 main() : sv_target { return 0; }


% Multiple state blocks for array variables, as a list, are a thing.
[pixel shader]
sampler sams[2]
{
    {
        Filter = ANISOTROPIC;
    },
    {
        Filter = ANISOTROPIC;
    }
};

float4 main() : sv_target { return 0; }


% Multiple state blocks for multi-component variables, as a list, are a thing.
[pixel shader]
float2 val
{
    {
        Filter = ANISOTROPIC;
    },
    {
        Filter = ANISOTROPIC;
    }
};

float4 main() : sv_target { return 0; }


% The number of state blocks in the state block list must match the number of components.
[pixel shader fail(sm<6)]
sampler sams[2]
{
    {
    }
};

float4 main() : sv_target { return 0; }

[pixel shader fail(sm<6)]
sampler sams[2][2]
{
    {
    },
    {
    }
};

float4 main() : sv_target { return 0; }


[pixel shader fail(sm<6)]
float2 arr[2]
{
    {
    },
    {
    }
};

float4 main() : sv_target { return 0; }


[pixel shader]
float3 arr[2]
{
    {
    },
    {
    },
    {
    },
    {
    },
    {
    },
    {
    }
};

float4 main() : sv_target { return 0; }


[pixel shader fail(sm<6)]
sampler sams[2]
{
    {
        Filter = ANISOTROPIC;
    },
    {
        Filter = ANISOTROPIC;
    }, //  trailing comma not allowed.
};

float4 main() : sv_target { return 0; }


% Multiple state blocks for multi-dimensional array variables are a thing.
[pixel shader]
sampler sams[2][2]
{
    {
        Filter = ANISOTROPIC;
    },
    {
        Filter = ANISOTROPIC;
    },
    {
        Filter = ANISOTROPIC;
    },
    {
        Filter = ANISOTROPIC;
    }
};

float4 main() : sv_target { return 0; }


% State blocks cannot be nested further than one level, regardless of multi-dimensionality.
[pixel shader fail(sm<6)]
sampler sams[2][2]
{
    {
        {
            Filter = ANISOTROPIC;
        },
        {
            Filter = ANISOTROPIC;
        }
    },
    {
        {
            Filter = ANISOTROPIC;
        },
        {
            Filter = ANISOTROPIC;
        }
    }
};

float4 main() : sv_target { return 0; }


% Variables of 1 component can still use a single state block without the need to put it inside a list.
[pixel shader]
sampler sams[1]
{
    Filter = ANISOTROPIC;
};

float4 main() : sv_target { return 0; }

[pixel shader]
sampler sam
{
    {
        Filter = ANISOTROPIC;
    }
};

float4 main() : sv_target { return 0; }


% It is possible to declare an empty state block
[pixel shader]
float f
{
};

float4 main() : sv_target { return 0; }


% State block entries may have indexes.
[pixel shader]
sampler sam
{
    dogs[3] = 5;
};

float4 main() : sv_target { return 0; }


% State block entry indexes can only be integers, not even constant expressions are allowed.
[pixel shader fail(sm<6)]
sampler sam
{
    dogs[3 + 4] = 10;
};

float4 main() : sv_target { return 0; }


% State block entry indexes can not be negative integers.
[pixel shader fail(sm<6)]
sampler sam
{
    dogs[-2] = 10;
};

float4 main() : sv_target { return 0; }

[pixel shader fail(sm<6)]
static const int a = 5;

sampler sam
{
    dogs[a] = 5;
};

float4 main() : sv_target { return 0; }


% State blocks may have bracket initializers on the rhs.
[pixel shader todo]
sampler sam
{
    MaxAnisotropy = 3;
    cat = {1, 2, {3, "string"}};
    dogs[3] = {1, {2, {4}}, 3, any_identifier};
};

float4 main() : sv_target { return 0; }


% Even though using undefined identifiers is allowed, calls to undefined functions are not.
[pixel shader fail(sm<6)]
sampler sam
{
    cat = fun();
};

float4 main() : sv_target { return 0; }


% PixelShader and VertexShader are valid identifiers for the lhs
[pixel shader]
sampler sam
{
    pixelShader = 20;
    PixelShader = 25;
    VertexShader = 30;
    vertexshader = 35;
};

float4 main() : sv_target { return 0; }


% State blocks are valid for numeric types.
[pixel shader]
float f
{
    MaxAnisotropy = 3;
};

float4 main() : sv_target { return 0; }


% State blocks are valid for texture types.
[pixel shader]
Texture2D tex
{
    MaxAnisotropy = 3;
};

float4 main() : sv_target { return 0; }


% Same rules apply for technique passes
[pixel shader todo]
technique
{
    pass
    {
        cat = {1, 2, {3, "string"}};
        dogs[3] = {1, {2, {4}}, 3, any_identifier};
    }
}

float4 main() : sv_target { return 0; }


% Multi-dimensional arrays on the lhs on state blocks are syntax errors.
[pixel shader fail(sm<6)]
sampler sam
{
    dogs[1][1] = 1;
};

float4 main() : sv_target { return 0; }

[pixel shader fail(sm<6)]
technique
{
    pass
    {
        dogs[1][1] = 1;
    }
}

float4 main() : sv_target { return 0; }


% Test complex expression on the rhs, including function calls.
[pixel shader]
float4 addition(float4 a, float4 b)
{
    return a + b;
}

sampler sam
{
    cat = addition(foo, bar) + p * q;
};

float4 main() : sv_target { return 0; }


% State blocks are valid for DepthStencilState
[pixel shader todo]
DepthStencilState dss1
{
    DepthEnable = false;
    DepthWriteMask = Zero;
    DepthFunc = Less;
    random_field = 12;
};

float4 main() : sv_target { return 0; }


% State blocks are valid for BlendState.
[pixel shader todo]
BlendState bs1
{
    random_field = 1;
};

float4 main() : sv_target { return 0; }


% State blocks are valid for VertexShader and PixelShader
[pixel shader]
PixelShader ps1
{
    random_field = 1;
};

VertexShader vs1
{
    random_field = 1;
};

float4 main() : sv_target { return 0; }


% State blocks are valid for RasterizerState
[pixel shader todo]
RasterizerState rs
{
    random_field = 1;
};

float4 main() : sv_target { return 0; }


% Undefined identifiers cannot be indexed.
[pixel shader fail(sm<6)]
float4 main() : sv_target { return 0; }

DepthStencilState dss1
{
    RandomField = foobar[2];
};


% Undefined identifiers can be swizzled with .x which proves that they are considered scalar
[pixel shader todo]
float4 main() : sv_target { return 0; }

DepthStencilState dss1
{
    RandomField = foobar.x;
};

[pixel shader fail(sm<6)]
float4 main() : sv_target { return 0; }

DepthStencilState dss1
{
    RandomField = foobar.y;
};


% The type of previously defined variables is respected, but array indexes are not checked.
[pixel shader todo]
float4 arr[3];

float4 main() : sv_target { return 0; }

DepthStencilState dss1
{
    RandomField = arr[90];
};


% The type of previously defined variables is respected, and swizzles are checked.
[pixel shader fail(sm<6)]
float3 vec;

float4 main() : sv_target { return 0; }

DepthStencilState dss1
{
    RandomField = vec.w;
};