| RasterizerOrderedTexture2D<uint4> pixel_local_a : register(u1); |
| RasterizerOrderedTexture2D<int4> pixel_local_b : register(u6); |
| RasterizerOrderedTexture2D<float4> pixel_local_c : register(u3); |
| |
| struct PixelLocal { |
| uint a; |
| int b; |
| float c; |
| }; |
| |
| static PixelLocal P = (PixelLocal)0; |
| |
| void load_from_pixel_local_storage(float4 my_input) { |
| uint2 rov_texcoord = uint2(my_input.xy); |
| P.a = pixel_local_a.Load(rov_texcoord).x; |
| P.b = pixel_local_b.Load(rov_texcoord).x; |
| P.c = pixel_local_c.Load(rov_texcoord).x; |
| } |
| |
| void store_into_pixel_local_storage(float4 my_input) { |
| uint2 rov_texcoord = uint2(my_input.xy); |
| pixel_local_a[rov_texcoord] = uint4((P.a).xxxx); |
| pixel_local_b[rov_texcoord] = int4((P.b).xxxx); |
| pixel_local_c[rov_texcoord] = float4((P.c).xxxx); |
| } |
| |
| struct tint_symbol_1 { |
| float4 a : TEXCOORD0; |
| nointerpolation float4 b : TEXCOORD1; |
| float4 my_pos : SV_Position; |
| }; |
| |
| uint tint_ftou(float v) { |
| return ((v < 4294967040.0f) ? ((v < 0.0f) ? 0u : uint(v)) : 4294967295u); |
| } |
| |
| void f_inner(float4 a, float4 b) { |
| P.a = (P.a + (tint_ftou(a.x) + tint_ftou(b.y))); |
| } |
| |
| void f_inner_1(float4 a, float4 b, float4 my_pos) { |
| float4 hlsl_sv_position = my_pos; |
| load_from_pixel_local_storage(hlsl_sv_position); |
| f_inner(a, b); |
| store_into_pixel_local_storage(hlsl_sv_position); |
| } |
| |
| void f(tint_symbol_1 tint_symbol) { |
| f_inner_1(tint_symbol.a, tint_symbol.b, float4(tint_symbol.my_pos.xyz, (1.0f / tint_symbol.my_pos.w))); |
| return; |
| } |