TextureCubeArray arg_0 : register(t0, space1); void textureDimensions_eda4e3() { int4 tint_tmp; arg_0.GetDimensions(1, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w); int3 res = tint_tmp.xyy; } void vertex_main() { textureDimensions_eda4e3(); return; } void fragment_main() { textureDimensions_eda4e3(); return; } [numthreads(1, 1, 1)] void compute_main() { textureDimensions_eda4e3(); return; }