#include using namespace metal; template struct tint_array { const constant T& operator[](size_t i) const constant { return elements[i]; } device T& operator[](size_t i) device { return elements[i]; } const device T& operator[](size_t i) const device { return elements[i]; } thread T& operator[](size_t i) thread { return elements[i]; } const thread T& operator[](size_t i) const thread { return elements[i]; } threadgroup T& operator[](size_t i) threadgroup { return elements[i]; } const threadgroup T& operator[](size_t i) const threadgroup { return elements[i]; } T elements[N]; }; struct MyStruct { float f1; }; int ret_i32() { return 1; } uint ret_u32() { return 1u; } float ret_f32() { return 1.0f; } MyStruct ret_MyStruct() { MyStruct const tint_symbol_2 = {}; return tint_symbol_2; } tint_array ret_MyArray() { tint_array const tint_symbol_3 = tint_array{}; return tint_symbol_3; } void let_decls() { int const v1 = 1; uint const v2 = 1u; float const v3 = 1.0f; int3 const v4 = int3(1); uint3 const v5 = uint3(1u); float3 const v6 = float3(1.0f); float3x3 const v7 = float3x3(float3(1.0f), float3(1.0f), float3(1.0f)); MyStruct const v8 = {.f1=1.0f}; tint_array const v9 = tint_array{}; int const v10 = ret_i32(); uint const v11 = ret_u32(); float const v12 = ret_f32(); MyStruct const v13 = ret_MyStruct(); MyStruct const v14 = ret_MyStruct(); tint_array const v15 = ret_MyArray(); } struct tint_symbol_1 { float4 value [[color(0)]]; }; float4 tint_symbol_inner() { return float4(0.0f); } fragment tint_symbol_1 tint_symbol() { float4 const inner_result = tint_symbol_inner(); tint_symbol_1 wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; }