Texture3D<float4> arg_0 : register(t0, space1); void textureDimensions_26bdfa() { int4 tint_tmp; arg_0.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z, tint_tmp.w); int3 res = tint_tmp.xyz; } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureDimensions_26bdfa(); return float4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol wrapper_result = (tint_symbol)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { textureDimensions_26bdfa(); return; } [numthreads(1, 1, 1)] void compute_main() { textureDimensions_26bdfa(); return; }