| RWTexture2DArray<int4> arg_0 : register(u0, space1); |
| |
| void textureStore_1f1ef8() { |
| int2 arg_1 = (1).xx; |
| uint arg_2 = 1u; |
| int4 arg_3 = (1).xxxx; |
| arg_0[int3(arg_1, int(arg_2))] = arg_3; |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| textureStore_1f1ef8(); |
| return (0.0f).xxxx; |
| } |
| |
| tint_symbol vertex_main() { |
| const float4 inner_result = vertex_main_inner(); |
| tint_symbol wrapper_result = (tint_symbol)0; |
| wrapper_result.value = inner_result; |
| return wrapper_result; |
| } |
| |
| void fragment_main() { |
| textureStore_1f1ef8(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureStore_1f1ef8(); |
| return; |
| } |