| // |
| // fragment_main |
| // |
| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2D<float4> arg_0 : register(u0, space1); |
| float4 textureLoad_a5e0a5() { |
| float4 res = float4(arg_0.Load(int3(int2((1u).xx), int(0)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_a5e0a5())); |
| } |
| |
| // |
| // compute_main |
| // |
| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2D<float4> arg_0 : register(u0, space1); |
| float4 textureLoad_a5e0a5() { |
| float4 res = float4(arg_0.Load(int3(int2((1u).xx), int(0)))); |
| return res; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_a5e0a5())); |
| } |
| |