#include using namespace metal; uint3 tint_insert_bits(uint3 v, uint3 n, uint offset, uint count) { uint const s = min(offset, 32u); uint const e = min(32u, (s + count)); return insert_bits(v, n, s, (e - s)); } void insertBits_87826b() { uint3 res = tint_insert_bits(uint3(), uint3(), 1u, 1u); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { insertBits_87826b(); 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() { insertBits_87826b(); return; } kernel void compute_main() { insertBits_87826b(); return; }