dawn-cmake/test/tint/builtins/gen/firstLeadingBit/000ff3.wgsl.expected.hlsl

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uint4 tint_first_leading_bit(uint4 v) {
uint4 x = v;
const uint4 b16 = (bool4((x & uint4((4294901760u).xxxx))) ? uint4((16u).xxxx) : uint4((0u).xxxx));
x = (x >> b16);
const uint4 b8 = (bool4((x & uint4((65280u).xxxx))) ? uint4((8u).xxxx) : uint4((0u).xxxx));
x = (x >> b8);
const uint4 b4 = (bool4((x & uint4((240u).xxxx))) ? uint4((4u).xxxx) : uint4((0u).xxxx));
x = (x >> b4);
const uint4 b2 = (bool4((x & uint4((12u).xxxx))) ? uint4((2u).xxxx) : uint4((0u).xxxx));
x = (x >> b2);
const uint4 b1 = (bool4((x & uint4((2u).xxxx))) ? uint4((1u).xxxx) : uint4((0u).xxxx));
const uint4 is_zero = ((x == uint4((0u).xxxx)) ? uint4((4294967295u).xxxx) : uint4((0u).xxxx));
return uint4((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstLeadingBit_000ff3() {
uint4 res = tint_first_leading_bit(uint4(0u, 0u, 0u, 0u));
}
struct tint_symbol {
float4 value : SV_Position;
};
float4 vertex_main_inner() {
firstLeadingBit_000ff3();
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_000ff3();
return;
}
[numthreads(1, 1, 1)]
void compute_main() {
firstLeadingBit_000ff3();
return;
}