[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, space0) { uint4 my_uniform[1]; }; Texture2D my_texture : register(t1, space0); SamplerState my_sampler : register(s2, space0); 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) { const float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, 0.0f); } } 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) { const float4 r = my_texture.SampleBias(my_sampler, (0.0f).xx, 0.0f); } }