1Texture2D<float4> arg_0 : register(t0, space1); 2 3void textureDimensions_2fe1cc() { 4 int3 tint_tmp; 5 arg_0.GetDimensions(0, tint_tmp.x, tint_tmp.y, tint_tmp.z); 6 int2 res = tint_tmp.xy; 7} 8 9struct tint_symbol { 10 float4 value : SV_Position; 11}; 12 13float4 vertex_main_inner() { 14 textureDimensions_2fe1cc(); 15 return float4(0.0f, 0.0f, 0.0f, 0.0f); 16} 17 18tint_symbol vertex_main() { 19 const float4 inner_result = vertex_main_inner(); 20 tint_symbol wrapper_result = (tint_symbol)0; 21 wrapper_result.value = inner_result; 22 return wrapper_result; 23} 24 25void fragment_main() { 26 textureDimensions_2fe1cc(); 27 return; 28} 29 30[numthreads(1, 1, 1)] 31void compute_main() { 32 textureDimensions_2fe1cc(); 33 return; 34} 35