RWByteAddressBuffer prevent_dce : register(u0); | |
RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
float4 textureLoad_aae9c3() { | |
int2 arg_1 = (1).xx; | |
uint arg_2 = 1u; | |
float4 res = arg_0.Load(int3(arg_1, int(arg_2))); | |
return res; | |
} | |
void fragment_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_aae9c3())); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_aae9c3())); | |
return; | |
} |