struct tint_symbol { float4 value : SV_Position; }; ByteAddressBuffer sb : register(t0, space0); void arrayLength_b083be() { uint tint_symbol_2 = 0u; sb.GetDimensions(tint_symbol_2); const uint tint_symbol_3 = ((tint_symbol_2 - 0u) / 4u); uint res = tint_symbol_3; } tint_symbol vertex_main() { arrayLength_b083be(); const tint_symbol tint_symbol_4 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_4; } void fragment_main() { arrayLength_b083be(); return; } [numthreads(1, 1, 1)] void compute_main() { arrayLength_b083be(); return; }