| #include <metal_stdlib> |
| |
| using namespace metal; |
| uint4 tint_first_leading_bit(uint4 v) { |
| uint4 x = v; |
| uint4 const b16 = select(uint4(0u), uint4(16u), bool4((x & uint4(4294901760u)))); |
| x = (x >> b16); |
| uint4 const b8 = select(uint4(0u), uint4(8u), bool4((x & uint4(65280u)))); |
| x = (x >> b8); |
| uint4 const b4 = select(uint4(0u), uint4(4u), bool4((x & uint4(240u)))); |
| x = (x >> b4); |
| uint4 const b2 = select(uint4(0u), uint4(2u), bool4((x & uint4(12u)))); |
| x = (x >> b2); |
| uint4 const b1 = select(uint4(0u), uint4(1u), bool4((x & uint4(2u)))); |
| uint4 const is_zero = select(uint4(0u), uint4(4294967295u), (x == uint4(0u))); |
| return uint4((((((b16 | b8) | b4) | b2) | b1) | is_zero)); |
| } |
| |
| void firstLeadingBit_000ff3() { |
| uint4 res = tint_first_leading_bit(uint4()); |
| } |
| |
| struct tint_symbol { |
| float4 value [[position]]; |
| }; |
| |
| float4 vertex_main_inner() { |
| firstLeadingBit_000ff3(); |
| 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_000ff3(); |
| return; |
| } |
| |
| kernel void compute_main() { |
| firstLeadingBit_000ff3(); |
| return; |
| } |
| |