Texture2D<int4> arg_0 : register(t0, space1); | |
int4 textureLoad2d(Texture2D<int4> tint_symbol, int2 coords, int level) { | |
return tint_symbol.Load(int3(coords, level)); | |
} | |
void doTextureLoad() { | |
int4 res = textureLoad2d(arg_0, (0).xx, 0); | |
} | |
struct tint_symbol_1 { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
doTextureLoad(); | |
return (0.0f).xxxx; | |
} | |
tint_symbol_1 vertex_main() { | |
const float4 inner_result = vertex_main_inner(); | |
tint_symbol_1 wrapper_result = (tint_symbol_1)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} | |
void fragment_main() { | |
doTextureLoad(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
doTextureLoad(); | |
return; | |
} |