| // |
| // fragment_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture1D<float4> arg_0 : register(u0, space1); |
| |
| float4 textureLoad_8bf8c2() { |
| uint arg_1 = 1u; |
| float4 res = arg_0.Load(arg_1); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_8bf8c2())); |
| return; |
| } |
| // |
| // compute_main |
| // |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture1D<float4> arg_0 : register(u0, space1); |
| |
| float4 textureLoad_8bf8c2() { |
| uint arg_1 = 1u; |
| float4 res = arg_0.Load(arg_1); |
| return res; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_8bf8c2())); |
| return; |
| } |