| // |
| // fragment_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); |
| |
| float4 textureLoad_bc882d() { |
| uint2 arg_1 = (1u).xx; |
| int arg_2 = 1; |
| float4 res = arg_0.Load(uint3(arg_1, uint(arg_2))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_bc882d())); |
| return; |
| } |
| // |
| // compute_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); |
| |
| float4 textureLoad_bc882d() { |
| uint2 arg_1 = (1u).xx; |
| int arg_2 = 1; |
| float4 res = arg_0.Load(uint3(arg_1, uint(arg_2))); |
| return res; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_bc882d())); |
| return; |
| } |