#include <metal_stdlib>
#include <metal_math>
#include <metal_texture>
using namespace metal;
#line 60 "cera/src/backend/shaders/slang/overlap_add.slang"
struct KernelContext_0
{
packed_uint4 device* par_buf_0;
float device* hann_buf_0;
float device* td_buf_0;
float device* out_buf_0;
};
#line 33
[[kernel]] void overlap_add(uint3 gid_0 [[thread_position_in_grid]], packed_uint4 device* par_buf_1 [[buffer(3)]], float device* hann_buf_1 [[buffer(1)]], float device* td_buf_1 [[buffer(0)]], float device* out_buf_1 [[buffer(2)]])
{
#line 33
thread KernelContext_0 kernelContext_0;
#line 33
(&kernelContext_0)->par_buf_0 = par_buf_1;
#line 33
(&kernelContext_0)->hann_buf_0 = hann_buf_1;
#line 33
(&kernelContext_0)->td_buf_0 = td_buf_1;
#line 33
(&kernelContext_0)->out_buf_0 = out_buf_1;
uint n_frames_0 = (uint4(*(par_buf_1+int(0))) ).x;
uint n_fft_0 = (uint4(*(par_buf_1+int(0))) ).y;
uint hop_0 = (uint4(*(par_buf_1+int(0))) ).z;
uint g_0 = gid_0.x;
if(g_0 >= (n_frames_0 * hop_0))
{
#line 40
return;
}
uint i_hi_0 = g_0 / hop_0;
#line 43
uint i_hi_1;
if(i_hi_0 >= n_frames_0)
{
#line 44
i_hi_1 = n_frames_0 - 1U;
#line 44
}
else
{
#line 44
i_hi_1 = i_hi_0;
#line 44
}
#line 44
uint i_lo_0;
if(g_0 >= n_fft_0)
{
#line 49
uint _S1 = (g_0 - n_fft_0) / hop_0;
#line 49
i_lo_0 = _S1 + 1U;
#line 48
}
else
{
#line 48
i_lo_0 = 0U;
#line 48
}
#line 48
uint i_0 = i_lo_0;
#line 48
float numer_0 = 0.0f;
#line 48
float denom_0 = 0.0f;
#line 54
for(;;)
{
#line 54
if(i_0 <= i_hi_1)
{
}
else
{
#line 54
break;
}
#line 55
uint local_0 = g_0 - i_0 * hop_0;
float w_0 = (&kernelContext_0)->hann_buf_0[local_0];
float numer_1 = numer_0 + (&kernelContext_0)->td_buf_0[i_0 * n_fft_0 + local_0] * w_0;
float denom_1 = denom_0 + w_0 * w_0;
#line 54
i_0 = i_0 + 1U;
#line 54
numer_0 = numer_1;
#line 54
denom_0 = denom_1;
#line 54
}
#line 60
float device* _S2 = (&kernelContext_0)->out_buf_0+g_0;
#line 60
if(denom_0 > 9.99999993922529029e-09f)
{
#line 60
numer_0 = numer_0 / denom_0;
#line 60
}
#line 60
*_S2 = numer_0;
return;
}