blob: 0dff82ebd7d038774255b91e19e29d557ea557a0 [file] [log] [blame]
uint3 tint_first_leading_bit(uint3 v) {
uint3 x = v;
const uint3 b16 = (bool3((x & uint3((4294901760u).xxx))) ? uint3((16u).xxx) : uint3((0u).xxx));
x = (x >> b16);
const uint3 b8 = (bool3((x & uint3((65280u).xxx))) ? uint3((8u).xxx) : uint3((0u).xxx));
x = (x >> b8);
const uint3 b4 = (bool3((x & uint3((240u).xxx))) ? uint3((4u).xxx) : uint3((0u).xxx));
x = (x >> b4);
const uint3 b2 = (bool3((x & uint3((12u).xxx))) ? uint3((2u).xxx) : uint3((0u).xxx));
x = (x >> b2);
const uint3 b1 = (bool3((x & uint3((2u).xxx))) ? uint3((1u).xxx) : uint3((0u).xxx));
const uint3 is_zero = ((x == uint3((0u).xxx)) ? uint3((4294967295u).xxx) : uint3((0u).xxx));
return uint3((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstLeadingBit_3fd7d0() {
uint3 res = tint_first_leading_bit(uint3(0u, 0u, 0u));
}
struct tint_symbol {
float4 value : SV_Position;
};
float4 vertex_main_inner() {
firstLeadingBit_3fd7d0();
return float4(0.0f, 0.0f, 0.0f, 0.0f);
}
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() {
firstLeadingBit_3fd7d0();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
firstLeadingBit_3fd7d0();
return;
}