| #include <metal_stdlib> |
| |
| using namespace metal; |
| int2 tint_first_leading_bit(int2 v) { |
| uint2 x = select(uint2(v), uint2(~(v)), (v < int2(0))); |
| 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 int2((((((b16 | b8) | b4) | b2) | b1) | is_zero)); |
| } |
| |
| void firstLeadingBit_a622c2() { |
| int2 res = tint_first_leading_bit(int2()); |
| } |
| |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| float4 vertex_main_inner() { |
| firstLeadingBit_a622c2(); |
| return float4(); |
| } |
| |
| 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_a622c2(); |
| return; |
| } |
| |
| kernel void compute_main() { |
| firstLeadingBit_a622c2(); |
| return; |
| } |
| |