dawn-cmake/test/tint/builtins/gen/var/firstLeadingBit/000ff3.wgsl.expected.msl

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#include <metal_stdlib>
using namespace metal;
uint4 tint_first_leading_bit(uint4 v) {
uint4 x = v;
uint4 const b16 = select(uint4(0u), uint4(16u), bool4((x & uint4(4294901760u))));
x = (x >> b16);
uint4 const b8 = select(uint4(0u), uint4(8u), bool4((x & uint4(65280u))));
x = (x >> b8);
uint4 const b4 = select(uint4(0u), uint4(4u), bool4((x & uint4(240u))));
x = (x >> b4);
uint4 const b2 = select(uint4(0u), uint4(2u), bool4((x & uint4(12u))));
x = (x >> b2);
uint4 const b1 = select(uint4(0u), uint4(1u), bool4((x & uint4(2u))));
uint4 const is_zero = select(uint4(0u), uint4(4294967295u), (x == uint4(0u)));
return uint4((((((b16 | b8) | b4) | b2) | b1) | is_zero));
}
void firstLeadingBit_000ff3(device uint4* const tint_symbol_1) {
uint4 arg_0 = uint4(1u);
uint4 res = tint_first_leading_bit(arg_0);
*(tint_symbol_1) = res;
}
struct tint_symbol {
float4 value [[position]];
};
float4 vertex_main_inner(device uint4* const tint_symbol_2) {
firstLeadingBit_000ff3(tint_symbol_2);
return float4(0.0f);
}
vertex tint_symbol vertex_main(device uint4* 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 uint4* tint_symbol_4 [[buffer(0)]]) {
firstLeadingBit_000ff3(tint_symbol_4);
return;
}
kernel void compute_main(device uint4* tint_symbol_5 [[buffer(0)]]) {
firstLeadingBit_000ff3(tint_symbol_5);
return;
}