| 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; |
| } |