struct tint_symbol { float4 value : SV_Position; }; RWTexture2DArray arg_0 : register(u0, space1); void textureNumLayers_a216d2() { int3 tint_tmp; arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z); int res = tint_tmp.z; } tint_symbol vertex_main() { textureNumLayers_a216d2(); const tint_symbol tint_symbol_1 = {float4(0.0f, 0.0f, 0.0f, 0.0f)}; return tint_symbol_1; } void fragment_main() { textureNumLayers_a216d2(); return; } [numthreads(1, 1, 1)] void compute_main() { textureNumLayers_a216d2(); return; }