#include <metal_stdlib> using namespace metal; struct tint_symbol { float4 value [[position]]; }; void textureDimensions_214dd4(texture3d<int, access::write> tint_symbol_1) { int3 res = int3(tint_symbol_1.get_width(), tint_symbol_1.get_height(), tint_symbol_1.get_depth()); } float4 vertex_main_inner(texture3d<int, access::write> tint_symbol_2) { textureDimensions_214dd4(tint_symbol_2); return float4(); } vertex tint_symbol vertex_main(texture3d<int, access::write> tint_symbol_3 [[texture(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_3); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(texture3d<int, access::write> tint_symbol_4 [[texture(0)]]) { textureDimensions_214dd4(tint_symbol_4); return; } kernel void compute_main(texture3d<int, access::write> tint_symbol_5 [[texture(0)]]) { textureDimensions_214dd4(tint_symbol_5); return; }