#include using namespace metal; int2 tint_first_leading_bit(int2 v) { uint2 x = select(uint2(v), uint2(~(v)), (v < int2(0))); uint2 const b16 = select(uint2(0u), uint2(16u), bool2((x & uint2(4294901760u)))); x = (x >> b16); uint2 const b8 = select(uint2(0u), uint2(8u), bool2((x & uint2(65280u)))); x = (x >> b8); uint2 const b4 = select(uint2(0u), uint2(4u), bool2((x & uint2(240u)))); x = (x >> b4); uint2 const b2 = select(uint2(0u), uint2(2u), bool2((x & uint2(12u)))); x = (x >> b2); uint2 const b1 = select(uint2(0u), uint2(1u), bool2((x & uint2(2u)))); uint2 const is_zero = select(uint2(0u), uint2(4294967295u), (x == uint2(0u))); return int2((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstLeadingBit_a622c2(device int2* const tint_symbol_1) { int2 arg_0 = int2(1); int2 res = tint_first_leading_bit(arg_0); *(tint_symbol_1) = res; } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device int2* const tint_symbol_2) { firstLeadingBit_a622c2(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device int2* 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 int2* tint_symbol_4 [[buffer(0)]]) { firstLeadingBit_a622c2(tint_symbol_4); return; } kernel void compute_main(device int2* tint_symbol_5 [[buffer(0)]]) { firstLeadingBit_a622c2(tint_symbol_5); return; }