RWTexture3D<uint4> arg_0 : register(u0, space1); | |
RWByteAddressBuffer prevent_dce : register(u0, space2); | |
void textureLoad_4c1a1e() { | |
uint4 res = arg_0.Load(int3((1).xxx)); | |
prevent_dce.Store4(0u, asuint(res)); | |
} | |
struct tint_symbol { | |
float4 value : SV_Position; | |
}; | |
float4 vertex_main_inner() { | |
textureLoad_4c1a1e(); | |
return (0.0f).xxxx; | |
} | |
tint_symbol vertex_main() { | |
const float4 inner_result = vertex_main_inner(); | |
tint_symbol wrapper_result = (tint_symbol)0; | |
wrapper_result.value = inner_result; | |
return wrapper_result; | |
} | |
void fragment_main() { | |
textureLoad_4c1a1e(); | |
return; | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
textureLoad_4c1a1e(); | |
return; | |
} |