RWTexture2DArray arg_0 : register(u0, space1); void textureNumLayers_d5b228() { 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; }; float4 vertex_main_inner() { textureNumLayers_d5b228(); return float4(0.0f, 0.0f, 0.0f, 0.0f); } 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() { textureNumLayers_d5b228(); return; } [numthreads(1, 1, 1)] void compute_main() { textureNumLayers_d5b228(); return; }