TextureCube<uint4> arg_0 : register(t0, space1); | |
void textureNumLevels_ed078b() { | |
int3 tint_tmp; | |
arg_0.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z); | |
int res = tint_tmp.z; | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
textureNumLevels_ed078b(); | |
return (0.0f).xxxx; | |
} | |
tint_symbol vertex_main() { | |
const float4 inner_result = vertex_main_inner(); | |
tint_symbol wrapper_result = (tint_symbol)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} | |
void fragment_main() { | |
textureNumLevels_ed078b(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureNumLevels_ed078b(); | |
return; | |
} |