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; }