#include using namespace metal; void max_0c0aae() { uint res = max(1u, 1u); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner() { max_0c0aae(); return float4(); } 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() { max_0c0aae(); return; } kernel void compute_main() { max_0c0aae(); return; }