| int3 tint_insert_bits(int3 v, int3 n, uint offset, uint count) { |
| const uint e = (offset + count); |
| const uint mask = ((((offset < 32u) ? (1u << offset) : 0u) - 1u) ^ (((e < 32u) ? (1u << e) : 0u) - 1u)); |
| return ((((offset < 32u) ? (n << uint3((offset).xxx)) : (0).xxx) & int3((int(mask)).xxx)) | (v & int3((int(~(mask))).xxx))); |
| } |
| |
| void insertBits_428b0b() { |
| int3 arg_0 = (1).xxx; |
| int3 arg_1 = (1).xxx; |
| uint arg_2 = 1u; |
| uint arg_3 = 1u; |
| int3 res = tint_insert_bits(arg_0, arg_1, arg_2, arg_3); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| insertBits_428b0b(); |
| 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() { |
| insertBits_428b0b(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| insertBits_428b0b(); |
| return; |
| } |