| // |
| // fragment_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<int4> arg_0 : register(u0, space1); |
| |
| int4 textureLoad_32a7b8() { |
| int4 res = arg_0.Load(uint3((1u).xx, uint(1))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_32a7b8())); |
| return; |
| } |
| // |
| // compute_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<int4> arg_0 : register(u0, space1); |
| |
| int4 textureLoad_32a7b8() { |
| int4 res = arg_0.Load(uint3((1u).xx, uint(1))); |
| return res; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_32a7b8())); |
| return; |
| } |