| #include <metal_stdlib> |
| |
| using namespace metal; |
| uint2 tint_first_leading_bit(uint2 v) { |
| uint2 x = v; |
| uint2 const b16 = select(uint2(0u), uint2(16u), bool2((x & uint2(4294901760u)))); |
| x = (x >> b16); |
| uint2 const b8 = select(uint2(0u), uint2(8u), bool2((x & uint2(65280u)))); |
| x = (x >> b8); |
| uint2 const b4 = select(uint2(0u), uint2(4u), bool2((x & uint2(240u)))); |
| x = (x >> b4); |
| uint2 const b2 = select(uint2(0u), uint2(2u), bool2((x & uint2(12u)))); |
| x = (x >> b2); |
| uint2 const b1 = select(uint2(0u), uint2(1u), bool2((x & uint2(2u)))); |
| uint2 const is_zero = select(uint2(0u), uint2(4294967295u), (x == uint2(0u))); |
| return uint2((((((b16 | b8) | b4) | b2) | b1) | is_zero)); |
| } |
| |
| void firstLeadingBit_6fe804(device uint2* const tint_symbol_1) { |
| uint2 arg_0 = uint2(1u); |
| uint2 res = tint_first_leading_bit(arg_0); |
| *(tint_symbol_1) = res; |
| } |
| |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| float4 vertex_main_inner(device uint2* const tint_symbol_2) { |
| firstLeadingBit_6fe804(tint_symbol_2); |
| return float4(0.0f); |
| } |
| |
| vertex tint_symbol vertex_main(device uint2* tint_symbol_3 [[buffer(0)]]) { |
| float4 const inner_result = vertex_main_inner(tint_symbol_3); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| fragment void fragment_main(device uint2* tint_symbol_4 [[buffer(0)]]) { |
| firstLeadingBit_6fe804(tint_symbol_4); |
| return; |
| } |
| |
| kernel void compute_main(device uint2* tint_symbol_5 [[buffer(0)]]) { |
| firstLeadingBit_6fe804(tint_symbol_5); |
| return; |
| } |
| |