| uint3 tint_first_leading_bit(uint3 v) { |
| uint3 x = v; |
| const uint3 b16 = (bool3((x & (4294901760u).xxx)) ? (16u).xxx : (0u).xxx); |
| x = (x >> b16); |
| const uint3 b8 = (bool3((x & (65280u).xxx)) ? (8u).xxx : (0u).xxx); |
| x = (x >> b8); |
| const uint3 b4 = (bool3((x & (240u).xxx)) ? (4u).xxx : (0u).xxx); |
| x = (x >> b4); |
| const uint3 b2 = (bool3((x & (12u).xxx)) ? (2u).xxx : (0u).xxx); |
| x = (x >> b2); |
| const uint3 b1 = (bool3((x & (2u).xxx)) ? (1u).xxx : (0u).xxx); |
| const uint3 is_zero = ((x == (0u).xxx) ? (4294967295u).xxx : (0u).xxx); |
| return uint3((((((b16 | b8) | b4) | b2) | b1) | is_zero)); |
| } |
| |
| void firstLeadingBit_3fd7d0() { |
| uint3 res = tint_first_leading_bit((1u).xxx); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| firstLeadingBit_3fd7d0(); |
| return (0.0f).xxxx; |
| } |
| |
| 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() { |
| firstLeadingBit_3fd7d0(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| firstLeadingBit_3fd7d0(); |
| return; |
| } |