#include 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(device uint4* const tint_symbol_1) { uint4 arg_0 = uint4(1u); uint4 res = tint_first_leading_bit(arg_0); *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device uint4* const tint_symbol_2) { firstLeadingBit_000ff3(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device uint4* tint_symbol_3 [[buffer(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_3); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(device uint4* tint_symbol_4 [[buffer(0)]]) { firstLeadingBit_000ff3(tint_symbol_4); return; } kernel void compute_main(device uint4* tint_symbol_5 [[buffer(0)]]) { firstLeadingBit_000ff3(tint_symbol_5); return; }