| RasterizerOrderedTexture2D<uint4> pixel_local_a : register(u1); |
| |
| struct PixelLocal { |
| uint a; |
| }; |
| |
| static PixelLocal P = (PixelLocal)0; |
| |
| void load_from_pixel_local_storage(float4 my_input) { |
| uint2 rov_texcoord = uint2(my_input.xy); |
| P.a = pixel_local_a.Load(rov_texcoord).x; |
| } |
| |
| void store_into_pixel_local_storage(float4 my_input) { |
| uint2 rov_texcoord = uint2(my_input.xy); |
| pixel_local_a[rov_texcoord] = uint4((P.a).xxxx); |
| } |
| |
| struct f_res { |
| float4 output_0; |
| }; |
| struct tint_symbol_1 { |
| float4 my_pos : SV_Position; |
| }; |
| struct tint_symbol_2 { |
| float4 output_0 : SV_Target0; |
| }; |
| |
| void f0() { |
| P.a = (P.a + 9u); |
| } |
| |
| void f1() { |
| f0(); |
| P.a = (P.a + 8u); |
| } |
| |
| void f2() { |
| P.a = (P.a + 7u); |
| f1(); |
| } |
| |
| float4 f_inner() { |
| f2(); |
| return (2.0f).xxxx; |
| } |
| |
| f_res f_inner_1(float4 my_pos) { |
| float4 hlsl_sv_position = my_pos; |
| load_from_pixel_local_storage(hlsl_sv_position); |
| float4 result = f_inner(); |
| store_into_pixel_local_storage(hlsl_sv_position); |
| f_res tint_symbol_3 = {result}; |
| return tint_symbol_3; |
| } |
| |
| tint_symbol_2 f(tint_symbol_1 tint_symbol) { |
| f_res inner_result = f_inner_1(float4(tint_symbol.my_pos.xyz, (1.0f / tint_symbol.my_pos.w))); |
| tint_symbol_2 wrapper_result = (tint_symbol_2)0; |
| wrapper_result.output_0 = inner_result.output_0; |
| return wrapper_result; |
| } |