| TextureCubeArray<float4> arg_0 : register(t0, space1); |
| RWByteAddressBuffer prevent_dce : register(u0, space2); |
| void textureNumLevels_d8f73b() { |
| arg_0.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w); |
| prevent_dce.Store(0u, asuint(res)); |
| float4 value : SV_Position; |
| float4 vertex_main_inner() { |
| textureNumLevels_d8f73b(); |
| tint_symbol vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| textureNumLevels_d8f73b(); |
| textureNumLevels_d8f73b(); |