| // |
| // fragment_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<uint4> arg_0 : register(u0, space1); |
| |
| uint4 textureLoad_a2b3f4() { |
| uint4 res = arg_0.Load(uint3((1u).xx, 1u)); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_a2b3f4())); |
| return; |
| } |
| // |
| // compute_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<uint4> arg_0 : register(u0, space1); |
| |
| uint4 textureLoad_a2b3f4() { |
| uint4 res = arg_0.Load(uint3((1u).xx, 1u)); |
| return res; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_a2b3f4())); |
| return; |
| } |