#include using namespace metal; struct tint_symbol { float4 value [[position]]; }; void textureDimensions_26bdfa(texture3d tint_symbol_2) { int3 res = int3(tint_symbol_2.get_width(0), tint_symbol_2.get_height(0), tint_symbol_2.get_depth(0)); } vertex tint_symbol vertex_main(texture3d tint_symbol_3 [[texture(0)]]) { textureDimensions_26bdfa(tint_symbol_3); tint_symbol const tint_symbol_1 = {.value=float4()}; return tint_symbol_1; } fragment void fragment_main(texture3d tint_symbol_4 [[texture(0)]]) { textureDimensions_26bdfa(tint_symbol_4); return; } kernel void compute_main(texture3d tint_symbol_5 [[texture(0)]]) { textureDimensions_26bdfa(tint_symbol_5); return; }