struct tint_symbol { float4 value : SV_Position; }; RWTexture3D arg_0 : register(u0, space1); void textureDimensions_bb3dde() { int3 tint_tmp; arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); int3 res = tint_tmp; } tint_symbol vertex_main() { textureDimensions_bb3dde(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureDimensions_bb3dde(); return; } [numthreads(1, 1, 1)] void compute_main() { textureDimensions_bb3dde(); return; }