RWByteAddressBuffer prevent_dce : register(u0); | |
RWTexture2DArray<float4> arg_0 : register(u0, space1); | |
float4 textureLoad_bdc67a() { | |
uint2 arg_1 = (1u).xx; | |
int arg_2 = 1; | |
RWTexture2DArray<float4> v = arg_0; | |
int v_1 = arg_2; | |
int2 v_2 = int2(arg_1); | |
float4 res = float4(v.Load(int4(v_2, int(v_1), 0))); | |
return res; | |
} | |
void fragment_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_bdc67a())); | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_bdc67a())); | |
} | |