[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 todo] 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] float4 main() { return 0; } [pixel shader fail] float4 main(out float4 o : sv_target) { o = 1; return 0; } [pixel shader fail] float4 main(out float4 o) : sv_target { o = 1; return 0; } [pixel shader fail] float4 main(in float4 i) : sv_target { return 0; } [pixel shader fail] float4 main(float4 i) : sv_target { 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; } [pixel shader fail] struct input { float4 a; }; float4 main(struct input i) : sv_target { return i.a; } [pixel shader fail] struct output { float4 t : sv_target; int a; }; void main(out struct output o) { o.t = float4(0, 0, 0, 0); o.a = 0; } [pixel shader fail] uniform in float4 f; float4 main() : sv_target { return 0; } [pixel shader fail] in float4 f; float4 main() : sv_target { return 0; } [pixel shader fail] static uniform float4 f; float4 main() : sv_target { return 0; } [pixel shader fail] void main(out uniform float4 o : sv_target) { o = 0; } [pixel shader fail] void sub(out uniform float4 o) { o = 0; } void main(out float4 o : sv_target) { sub(o); } [pixel shader fail] void sub(in out uniform float4 o) { } void main(out float4 o : sv_target) { o = 0; sub(o); } [pixel shader fail] float4 main(void) : sv_target { uniform float f; return 0; } [pixel shader fail] float4 main(void) : sv_target { in float f; return 0; } [pixel shader fail] const const float4 c; float4 main() : sv_target { return float4(0, 0, 0, 0); } [pixel shader fail] typedef struct apple { float a; } apple_t; uniform const apple_t a; float4 main() : sv_target { a.a = 1; return a.a; } [pixel shader fail] struct apple { sampler sam; float4 aa; }; static struct apple a; float4 main() : sv_target { return 1.0; } [pixel shader fail] float4 main() : sv_target;