| [numthreads(1, 1, 1)] |
| void unused_entry_point() { |
| return; |
| } |
| |
| static float4 my_global = float4(0.0f, 0.0f, 0.0f, 0.0f); |
| cbuffer cbuffer_my_uniform : register(b0) { |
| uint4 my_uniform[1]; |
| }; |
| Texture2D<float4> my_texture : register(t1); |
| SamplerState my_sampler : register(s2); |
| |
| void foo_member_initialize() { |
| bool2 vb2 = bool2(false, false); |
| vb2.x = (my_global.z != 0.0f); |
| vb2.x = (asfloat(my_uniform[0].x) == -1.0f); |
| vb2 = bool2((asfloat(my_uniform[0].x) == -1.0f), false); |
| if (vb2.x) { |
| float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, clamp(0.0f, -16.0f, 15.99f)); |
| } |
| } |
| |
| void foo_default_initialize() { |
| bool2 vb2 = bool2(false, false); |
| vb2.x = (my_global.z != 0.0f); |
| vb2.x = (asfloat(my_uniform[0].x) == -1.0f); |
| vb2 = (false).xx; |
| if (vb2.x) { |
| float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, clamp(0.0f, -16.0f, 15.99f)); |
| } |
| } |