#include using namespace metal; uint tint_first_leading_bit(uint v) { uint x = v; uint const b16 = select(0u, 16u, bool((x & 4294901760u))); x = (x >> b16); uint const b8 = select(0u, 8u, bool((x & 65280u))); x = (x >> b8); uint const b4 = select(0u, 4u, bool((x & 240u))); x = (x >> b4); uint const b2 = select(0u, 2u, bool((x & 12u))); x = (x >> b2); uint const b1 = select(0u, 1u, bool((x & 2u))); uint const is_zero = select(0u, 4294967295u, (x == 0u)); return uint((((((b16 | b8) | b4) | b2) | b1) | is_zero)); } void firstLeadingBit_f0779d() { uint arg_0 = 1u; uint res = tint_first_leading_bit(arg_0); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { firstLeadingBit_f0779d(); 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() { firstLeadingBit_f0779d(); return; } kernel void compute_main() { firstLeadingBit_f0779d(); return; }