struct tint_symbol { float4 value : SV_Target0; }; void from_immediate_bool() { bool2 v2 = bool2((true).xx); bool3 v3 = bool3((true).xxx); bool4 v4 = bool4((true).xxxx); } void from_immediate_f32() { float2 v2 = float2((1.0f).xx); float3 v3 = float3((1.0f).xxx); float4 v4 = float4((1.0f).xxxx); } void from_immediate_i32() { int2 v2 = int2((1).xx); int3 v3 = int3((1).xxx); int4 v4 = int4((1).xxxx); } void from_immediate_u32() { uint2 v2 = uint2((1u).xx); uint3 v3 = uint3((1u).xxx); uint4 v4 = uint4((1u).xxxx); } void from_expression_bool() { bool2 v2 = bool2((true).xx); bool3 v3 = bool3((true).xxx); bool4 v4 = bool4((true).xxxx); } void from_expression_f32() { float2 v2 = float2(((1.0f + 2.0f)).xx); float3 v3 = float3(((1.0f + 2.0f)).xxx); float4 v4 = float4(((1.0f + 2.0f)).xxxx); } void from_expression_i32() { int2 v2 = int2(((1 + 2)).xx); int3 v3 = int3(((1 + 2)).xxx); int4 v4 = int4(((1 + 2)).xxxx); } void from_expression_u32() { uint2 v2 = uint2(((1u + 2u)).xx); uint3 v3 = uint3(((1u + 2u)).xxx); uint4 v4 = uint4(((1u + 2u)).xxxx); } bool get_bool() { return true; } float get_f32() { return 1.0f; } int get_i32() { return 1; } uint get_u32() { return 1u; } void from_call_bool() { bool2 v2 = bool2((get_bool()).xx); bool3 v3 = bool3((get_bool()).xxx); bool4 v4 = bool4((get_bool()).xxxx); } void from_call_f32() { float2 v2 = float2((get_f32()).xx); float3 v3 = float3((get_f32()).xxx); float4 v4 = float4((get_f32()).xxxx); } void from_call_i32() { int2 v2 = int2((get_i32()).xx); int3 v3 = int3((get_i32()).xxx); int4 v4 = int4((get_i32()).xxxx); } void from_call_u32() { uint2 v2 = uint2((get_u32()).xx); uint3 v3 = uint3((get_u32()).xxx); uint4 v4 = uint4((get_u32()).xxxx); } void with_swizzle() { float a = float2((1.0f).xx).y; float b = float3((1.0f).xxx).z; float c = float4((1.0f).xxxx).w; } tint_symbol main() { const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; }