// RUN: %{ispc} %s > %t 2>&1 struct Vec3f { }; inline uniform float signedDist(uniform const Vec3f& pt) { return 0; } struct TriangleVerts { Vec3f v0; Vec3f v1; Vec3f v2; }; uniform TriangleVerts get_triangle_verts() { uniform TriangleVerts tri; return tri; } void csClosestPoint() { uniform TriangleVerts tri = get_triangle_verts(); uniform const float d0 = signedDist(tri.v0); }