35 lines
690 B
HLSL
35 lines
690 B
HLSL
Texture2DArray<float4> arg_0 : register(t0, space1);
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void textureNumLayers_be3acb() {
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int3 tint_tmp;
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arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
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int res = tint_tmp.z;
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}
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struct tint_symbol {
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float4 value : SV_Position;
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};
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float4 vertex_main_inner() {
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textureNumLayers_be3acb();
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return float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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tint_symbol vertex_main() {
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const float4 inner_result = vertex_main_inner();
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tint_symbol wrapper_result = (tint_symbol)0;
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wrapper_result.value = inner_result;
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return wrapper_result;
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}
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void fragment_main() {
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textureNumLayers_be3acb();
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return;
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}
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[numthreads(1, 1, 1)]
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void compute_main() {
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textureNumLayers_be3acb();
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return;
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}
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