struct tint_symbol { float4 value : SV_Position; }; RWTexture1D arg_0 : register(u0, space1); void textureDimensions_4df9a8() { int tint_tmp; arg_0.GetDimensions(tint_tmp); int res = tint_tmp; } tint_symbol vertex_main() { textureDimensions_4df9a8(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureDimensions_4df9a8(); return; } [numthreads(1, 1, 1)] void compute_main() { textureDimensions_4df9a8(); return; }