| struct frexp_result_vec3_f16 { |
| vector<float16_t, 3> fract; |
| int3 exp; |
| }; |
| |
| struct VertexOutput { |
| float4 pos; |
| }; |
| |
| struct vertex_main_outputs { |
| float4 VertexOutput_pos : SV_Position; |
| }; |
| |
| |
| void frexp_ae4a66() { |
| vector<float16_t, 3> arg_0 = (float16_t(1.0h)).xxx; |
| vector<float16_t, 3> v = arg_0; |
| vector<float16_t, 3> v_1 = (float16_t(0.0h)).xxx; |
| vector<float16_t, 3> v_2 = frexp(v, v_1); |
| vector<float16_t, 3> v_3 = vector<float16_t, 3>(sign(v)); |
| v_1 = (v_3 * v_1); |
| frexp_result_vec3_f16 res = {v_2, int3(v_1)}; |
| } |
| |
| void fragment_main() { |
| frexp_ae4a66(); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| frexp_ae4a66(); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput tint_symbol = (VertexOutput)0; |
| tint_symbol.pos = (0.0f).xxxx; |
| frexp_ae4a66(); |
| VertexOutput v_4 = tint_symbol; |
| return v_4; |
| } |
| |
| vertex_main_outputs vertex_main() { |
| VertexOutput v_5 = vertex_main_inner(); |
| vertex_main_outputs v_6 = {v_5.pos}; |
| return v_6; |
| } |
| |