| #include <metal_stdlib> |
| using namespace metal; |
| |
| struct frexp_result_vec3_f32 { |
| float3 fract; |
| int3 exp; |
| }; |
| |
| struct VertexOutput { |
| float4 pos; |
| }; |
| |
| struct vertex_main_outputs { |
| float4 VertexOutput_pos [[position]]; |
| }; |
| |
| void frexp_bf45ae() { |
| frexp_result_vec3_f32 res = frexp_result_vec3_f32{.fract=float3(0.5f), .exp=int3(1)}; |
| } |
| |
| fragment void fragment_main() { |
| frexp_bf45ae(); |
| } |
| |
| kernel void compute_main() { |
| frexp_bf45ae(); |
| } |
| |
| VertexOutput vertex_main_inner() { |
| VertexOutput out = {}; |
| out.pos = float4(0.0f); |
| frexp_bf45ae(); |
| return out; |
| } |
| |
| vertex vertex_main_outputs vertex_main() { |
| vertex_main_outputs tint_wrapper_result = {}; |
| tint_wrapper_result.VertexOutput_pos = vertex_main_inner().pos; |
| return tint_wrapper_result; |
| } |