| Texture2DArray<int4> arg_0 : register(t0, space1); |
| |
| void textureNumLayers_ab0c9b() { |
| int3 tint_tmp; |
| arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); |
| int res = tint_tmp.z; |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| tint_symbol vertex_main() { |
| textureNumLayers_ab0c9b(); |
| const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; |
| return tint_symbol_1; |
| } |
| |
| void fragment_main() { |
| textureNumLayers_ab0c9b(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureNumLayers_ab0c9b(); |
| return; |
| } |