| int3 tint_first_trailing_bit(int3 v) { |
| uint3 x = uint3(v); |
| const uint3 b16 = (bool3((x & uint3((65535u).xxx))) ? uint3((0u).xxx) : uint3((16u).xxx)); |
| x = (x >> b16); |
| const uint3 b8 = (bool3((x & uint3((255u).xxx))) ? uint3((0u).xxx) : uint3((8u).xxx)); |
| x = (x >> b8); |
| const uint3 b4 = (bool3((x & uint3((15u).xxx))) ? uint3((0u).xxx) : uint3((4u).xxx)); |
| x = (x >> b4); |
| const uint3 b2 = (bool3((x & uint3((3u).xxx))) ? uint3((0u).xxx) : uint3((2u).xxx)); |
| x = (x >> b2); |
| const uint3 b1 = (bool3((x & uint3((1u).xxx))) ? uint3((0u).xxx) : uint3((1u).xxx)); |
| const uint3 is_zero = ((x == uint3((0u).xxx)) ? uint3((4294967295u).xxx) : uint3((0u).xxx)); |
| return int3((((((b16 | b8) | b4) | b2) | b1) | is_zero)); |
| } |
| |
| void firstTrailingBit_7496d6() { |
| int3 res = tint_first_trailing_bit(int3(0, 0, 0)); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| firstTrailingBit_7496d6(); |
| return float4(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| |
| tint_symbol vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| void fragment_main() { |
| firstTrailingBit_7496d6(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| firstTrailingBit_7496d6(); |
| return; |
| } |