[pixel shader fail] sampler s { foo = float; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] sampler s = sampler_state { foo = float; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] sampler s { 2 = 3; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] sampler s { 2; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] sampler s { foo; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] 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] float f { foo = (sampler)2; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] float f { foo = (faketype)2; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] float f { foo = (sampler)bar; }; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] 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] draw quad probe all rgba (0, 1, 0, 1)