Texture1D<int4> arg_0 : register(t0, space1); | |
void textureNumLevels_32a0ae() { | |
int2 tint_tmp; | |
arg_0.GetDimensions(0, tint_tmp.x, tint_tmp.y); | |
int res = tint_tmp.y; | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
tint_symbol vertex_main() { | |
textureNumLevels_32a0ae(); | |
const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; | |
return tint_symbol_1; | |
} | |
void fragment_main() { | |
textureNumLevels_32a0ae(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureNumLevels_32a0ae(); | |
return; | |
} |