RWTexture2D<int4> tex : register(u2); | |
void foo() { | |
{ | |
uint2 tint_loop_idx = (0u).xx; | |
int i = int(0); | |
while(true) { | |
if (all((tint_loop_idx == (4294967295u).xx))) { | |
break; | |
} | |
if ((i < int(3))) { | |
} else { | |
break; | |
} | |
{ | |
uint tint_low_inc = (tint_loop_idx.x + 1u); | |
tint_loop_idx.x = tint_low_inc; | |
uint tint_carry = uint((tint_low_inc == 0u)); | |
tint_loop_idx.y = (tint_loop_idx.y + tint_carry); | |
tex[(int(0)).xx] = (int(0)).xxxx; | |
} | |
continue; | |
} | |
} | |
} | |
[numthreads(1, 1, 1)] | |
void unused_entry_point() { | |
} | |