| RWByteAddressBuffer prevent_dce : register(u0); | |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
| float4 textureLoad_2dbfc2() { | |
| uint2 arg_1 = (1u).xx; | |
| int arg_2 = 1; | |
| RWTexture2DArray<float4> v = arg_0; | |
| int v_1 = arg_2; | |
| int2 v_2 = int2(arg_1); | |
| float4 res = float4(v.Load(int4(v_2, int(v_1), 0))); | |
| return res; | |
| } | |
| void fragment_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_2dbfc2())); | |
| } | |
| [numthreads(1, 1, 1)] | |
| void compute_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_2dbfc2())); | |
| } | |