| @group(1) @binding(0) var arg_0 : texture_storage_2d_array<rgba8uint, read_write>; |
| |
| fn textureLoad_bd990a() { |
| var arg_1 = vec2<u32>(1u); |
| var arg_2 = 1i; |
| var res : vec4<u32> = textureLoad(arg_0, arg_1, arg_2); |
| prevent_dce = res; |
| } |
| |
| @group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<u32>; |
| |
| @vertex |
| fn vertex_main() -> @builtin(position) vec4<f32> { |
| textureLoad_bd990a(); |
| return vec4<f32>(); |
| } |
| |
| @fragment |
| fn fragment_main() { |
| textureLoad_bd990a(); |
| } |
| |
| @compute @workgroup_size(1) |
| fn compute_main() { |
| textureLoad_bd990a(); |
| } |