| #include <metal_stdlib> |
| |
| using namespace metal; |
| int3 tint_first_leading_bit(int3 v) { |
| uint3 x = select(uint3(v), uint3(~(v)), (v < int3(0))); |
| uint3 const b16 = select(uint3(0u), uint3(16u), bool3((x & uint3(4294901760u)))); |
| x = (x >> b16); |
| uint3 const b8 = select(uint3(0u), uint3(8u), bool3((x & uint3(65280u)))); |
| x = (x >> b8); |
| uint3 const b4 = select(uint3(0u), uint3(4u), bool3((x & uint3(240u)))); |
| x = (x >> b4); |
| uint3 const b2 = select(uint3(0u), uint3(2u), bool3((x & uint3(12u)))); |
| x = (x >> b2); |
| uint3 const b1 = select(uint3(0u), uint3(1u), bool3((x & uint3(2u)))); |
| uint3 const is_zero = select(uint3(0u), uint3(4294967295u), (x == uint3(0u))); |
| return int3((((((b16 | b8) | b4) | b2) | b1) | is_zero)); |
| } |
| |
| void firstLeadingBit_35053e() { |
| int3 res = tint_first_leading_bit(int3(1)); |
| } |
| |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| float4 vertex_main_inner() { |
| firstLeadingBit_35053e(); |
| return float4(0.0f); |
| } |
| |
| vertex tint_symbol vertex_main() { |
| float4 const inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = {}; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| fragment void fragment_main() { |
| firstLeadingBit_35053e(); |
| return; |
| } |
| |
| kernel void compute_main() { |
| firstLeadingBit_35053e(); |
| return; |
| } |
| |