static const int global_;

struct S
{
    struct Sub
    {
        float4 multilevel;
    };
};   // jump 2 levels down without intermediary symbols.  /S/Sub/multilevel -> /F

void F()
{}
void G()
{}

ShaderResourceGroupSemantic freq
{ FrequencyId = 1; }
ShaderResourceGroup SRG : freq
{
    static const int MaxCount = 2;
    struct S2
    {
        Texture2D cascades[MaxCount];  // if the stack system is broken during dependency declaration, this wouldn't emit in the right order
    };
}