RWByteAddressBuffer prevent_dce : register(u0); | |
RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
float4 textureLoad_f2bdd4() { | |
int2 v = int2((1u).xx); | |
float4 res = float4(arg_0.Load(int4(v, int(1u), int(0)))); | |
return res; | |
} | |
void fragment_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_f2bdd4())); | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_f2bdd4())); | |
} | |