| static bool tint_discarded = false; |
| Texture2D<float4> t : register(t0, space0); |
| SamplerState s : register(s1, space0); |
| RWByteAddressBuffer a : register(u2, space0); |
| |
| struct tint_symbol_2 { |
| float tint_symbol : TEXCOORD0; |
| float2 coord : TEXCOORD1; |
| }; |
| struct tint_symbol_3 { |
| int value : SV_Target0; |
| }; |
| |
| int aatomicAdd(uint offset, int value) { |
| int original_value = 0; |
| a.InterlockedAdd(offset, value, original_value); |
| return original_value; |
| } |
| |
| |
| int foo_inner(float tint_symbol, float2 coord) { |
| if ((tint_symbol == 0.0f)) { |
| tint_discarded = true; |
| } |
| int result = int(t.Sample(s, coord).x); |
| { |
| int i = 0; |
| while (true) { |
| if (!((i < 10))) { |
| break; |
| } |
| { |
| result = (result + i); |
| } |
| { |
| int tint_symbol_4 = 0; |
| if (!(tint_discarded)) { |
| tint_symbol_4 = aatomicAdd(0u, 1); |
| } |
| i = tint_symbol_4; |
| } |
| } |
| } |
| return result; |
| } |
| |
| tint_symbol_3 foo(tint_symbol_2 tint_symbol_1) { |
| const int inner_result = foo_inner(tint_symbol_1.tint_symbol, tint_symbol_1.coord); |
| tint_symbol_3 wrapper_result = (tint_symbol_3)0; |
| wrapper_result.value = inner_result; |
| if (tint_discarded) { |
| discard; |
| } |
| return wrapper_result; |
| } |