Texture2D<float4> t : register(t0); | |
SamplerState s : register(s0, space1); | |
struct tint_symbol { | |
float4 value : SV_Target0; | |
}; | |
float4 f_inner() { | |
return t.Sample(s, (0.0f).xx, int2(4, 6)); | |
} | |
tint_symbol f() { | |
float4 inner_result = f_inner(); | |
tint_symbol wrapper_result = (tint_symbol)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} |