#include using namespace metal; uint tint_insert_bits(uint v, uint 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_e3e3a2() { uint arg_0 = 1u; uint arg_1 = 1u; uint arg_2 = 1u; uint arg_3 = 1u; uint res = tint_insert_bits(arg_0, arg_1, arg_2, arg_3); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { insertBits_e3e3a2(); return float4(0.0f); } 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_e3e3a2(); return; } kernel void compute_main() { insertBits_e3e3a2(); return; }