1Texture2DArray<uint4> arg_0 : register(t0, space1);
2
3void textureNumLayers_87953e() {
4  int3 tint_tmp;
5  arg_0.GetDimensions(tint_tmp.x, tint_tmp.y, tint_tmp.z);
6  int res = tint_tmp.z;
7}
8
9struct tint_symbol {
10  float4 value : SV_Position;
11};
12
13float4 vertex_main_inner() {
14  textureNumLayers_87953e();
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  textureNumLayers_87953e();
27  return;
28}
29
30[numthreads(1, 1, 1)]
31void compute_main() {
32  textureNumLayers_87953e();
33  return;
34}
35