| // |
| // fragment_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); |
| |
| float4 textureLoad_aae9c3() { |
| float4 res = arg_0.Load(int3((1).xx, int(1u))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_aae9c3())); |
| return; |
| } |
| // |
| // compute_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); |
| |
| float4 textureLoad_aae9c3() { |
| float4 res = arg_0.Load(int3((1).xx, int(1u))); |
| return res; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_aae9c3())); |
| return; |
| } |