#include <metal_stdlib> using namespace metal; void textureNumLevels_2bea6c(depthcube_array<float, access::sample> tint_symbol_1) { uint res = tint_symbol_1.get_num_mip_levels(); } struct tint_symbol { float4 value [[position]]; }; float4 vertex_main_inner(depthcube_array<float, access::sample> tint_symbol_2) { textureNumLevels_2bea6c(tint_symbol_2); return float4(0.0f); } vertex tint_symbol vertex_main(depthcube_array<float, access::sample> tint_symbol_3 [[texture(0)]]) { float4 const inner_result = vertex_main_inner(tint_symbol_3); tint_symbol wrapper_result = {}; wrapper_result.value = inner_result; return wrapper_result; } fragment void fragment_main(depthcube_array<float, access::sample> tint_symbol_4 [[texture(0)]]) { textureNumLevels_2bea6c(tint_symbol_4); return; } kernel void compute_main(depthcube_array<float, access::sample> tint_symbol_5 [[texture(0)]]) { textureNumLevels_2bea6c(tint_symbol_5); return; }