#include using namespace metal; int3 tint_first_trailing_bit(int3 v) { uint3 x = uint3(v); uint3 const b16 = select(uint3(16u), uint3(0u), bool3((x & uint3(65535u)))); x = (x >> b16); uint3 const b8 = select(uint3(8u), uint3(0u), bool3((x & uint3(255u)))); x = (x >> b8); uint3 const b4 = select(uint3(4u), uint3(0u), bool3((x & uint3(15u)))); x = (x >> b4); uint3 const b2 = select(uint3(2u), uint3(0u), bool3((x & uint3(3u)))); x = (x >> b2); uint3 const b1 = select(uint3(1u), uint3(0u), bool3((x & uint3(1u)))); uint3 const is_zero = select(uint3(0u), uint3(4294967295u), (x == uint3(0u))); return int3((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstTrailingBit_7496d6(device packed_int3* const tint_symbol_1) { int3 arg_0 = int3(1); int3 res = tint_first_trailing_bit(arg_0); *(tint_symbol_1) = packed_int3(res); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(device packed_int3* const tint_symbol_2) { firstTrailingBit_7496d6(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(device packed_int3* 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 packed_int3* tint_symbol_4 [[buffer(0)]]) { firstTrailingBit_7496d6(tint_symbol_4); return; } kernel void compute_main(device packed_int3* tint_symbol_5 [[buffer(0)]]) { firstTrailingBit_7496d6(tint_symbol_5); return; }