| // | 
 | // vertex_main | 
 | // | 
 | 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() { | 
 |   float4 inner_result = vertex_main_inner(); | 
 |   tint_symbol_1 wrapper_result = (tint_symbol_1)0; | 
 |   wrapper_result.value = inner_result; | 
 |   return wrapper_result; | 
 | } | 
 | // | 
 | // fragment_main | 
 | // | 
 | 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); | 
 | } | 
 |  | 
 | void fragment_main() { | 
 |   doTextureLoad(); | 
 |   return; | 
 | } | 
 | // | 
 | // compute_main | 
 | // | 
 | 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); | 
 | } | 
 |  | 
 | [numthreads(1, 1, 1)] | 
 | void compute_main() { | 
 |   doTextureLoad(); | 
 |   return; | 
 | } |