int2 tint_first_leading_bit(int2 v) { uint2 x = ((v < int2((0).xx)) ? uint2(~(v)) : uint2(v)); const uint2 b16 = (bool2((x & uint2((4294901760u).xx))) ? uint2((16u).xx) : uint2((0u).xx)); x = (x >> b16); const uint2 b8 = (bool2((x & uint2((65280u).xx))) ? uint2((8u).xx) : uint2((0u).xx)); x = (x >> b8); const uint2 b4 = (bool2((x & uint2((240u).xx))) ? uint2((4u).xx) : uint2((0u).xx)); x = (x >> b4); const uint2 b2 = (bool2((x & uint2((12u).xx))) ? uint2((2u).xx) : uint2((0u).xx)); x = (x >> b2); const uint2 b1 = (bool2((x & uint2((2u).xx))) ? uint2((1u).xx) : uint2((0u).xx)); const uint2 is_zero = ((x == uint2((0u).xx)) ? uint2((4294967295u).xx) : uint2((0u).xx)); return int2((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstLeadingBit_a622c2() { int2 res = tint_first_leading_bit(int2(0, 0)); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { firstLeadingBit_a622c2(); 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_a622c2(); return; } [numthreads(1, 1, 1)] void compute_main() { firstLeadingBit_a622c2(); return; }