blob: b6eaef49e94e428ef542b497174ce349ec42d65c [file] [log] [blame]
//
// fragment_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2D<uint4> arg_0 : register(t0, space1);
uint4 textureLoad_ebfb92() {
int2 arg_1 = (int(1)).xx;
uint arg_2 = 1u;
int2 v = arg_1;
uint3 v_1 = (0u).xxx;
arg_0.GetDimensions(0u, v_1.x, v_1.y, v_1.z);
uint v_2 = min(arg_2, (v_1.z - 1u));
uint3 v_3 = (0u).xxx;
arg_0.GetDimensions(uint(v_2), v_3.x, v_3.y, v_3.z);
uint2 v_4 = (v_3.xy - (1u).xx);
int2 v_5 = int2(min(uint2(v), v_4));
uint4 res = uint4(arg_0.Load(int3(v_5, int(v_2))));
return res;
}
void fragment_main() {
prevent_dce.Store4(0u, textureLoad_ebfb92());
}
//
// compute_main
//
RWByteAddressBuffer prevent_dce : register(u0);
Texture2D<uint4> arg_0 : register(t0, space1);
uint4 textureLoad_ebfb92() {
int2 arg_1 = (int(1)).xx;
uint arg_2 = 1u;
int2 v = arg_1;
uint3 v_1 = (0u).xxx;
arg_0.GetDimensions(0u, v_1.x, v_1.y, v_1.z);
uint v_2 = min(arg_2, (v_1.z - 1u));
uint3 v_3 = (0u).xxx;
arg_0.GetDimensions(uint(v_2), v_3.x, v_3.y, v_3.z);
uint2 v_4 = (v_3.xy - (1u).xx);
int2 v_5 = int2(min(uint2(v), v_4));
uint4 res = uint4(arg_0.Load(int3(v_5, int(v_2))));
return res;
}
[numthreads(1, 1, 1)]
void compute_main() {
prevent_dce.Store4(0u, textureLoad_ebfb92());
}
//
// vertex_main
//
struct VertexOutput {
float4 pos;
uint4 prevent_dce;
};
struct vertex_main_outputs {
nointerpolation uint4 VertexOutput_prevent_dce : TEXCOORD0;
float4 VertexOutput_pos : SV_Position;
};
Texture2D<uint4> arg_0 : register(t0, space1);
uint4 textureLoad_ebfb92() {
int2 arg_1 = (int(1)).xx;
uint arg_2 = 1u;
int2 v = arg_1;
uint3 v_1 = (0u).xxx;
arg_0.GetDimensions(0u, v_1.x, v_1.y, v_1.z);
uint v_2 = min(arg_2, (v_1.z - 1u));
uint3 v_3 = (0u).xxx;
arg_0.GetDimensions(uint(v_2), v_3.x, v_3.y, v_3.z);
uint2 v_4 = (v_3.xy - (1u).xx);
int2 v_5 = int2(min(uint2(v), v_4));
uint4 res = uint4(arg_0.Load(int3(v_5, int(v_2))));
return res;
}
VertexOutput vertex_main_inner() {
VertexOutput tint_symbol = (VertexOutput)0;
tint_symbol.pos = (0.0f).xxxx;
tint_symbol.prevent_dce = textureLoad_ebfb92();
VertexOutput v_6 = tint_symbol;
return v_6;
}
vertex_main_outputs vertex_main() {
VertexOutput v_7 = vertex_main_inner();
vertex_main_outputs v_8 = {v_7.prevent_dce, v_7.pos};
return v_8;
}