| Texture2DArray<float4> arg_0 : register(t0, space1); |
| RWByteAddressBuffer prevent_dce : register(u0, space2); |
| |
| void textureLoad_2e3552() { |
| float4 res = arg_0.Load(uint4(uint3((1u).xx, uint(1)), uint(0))); |
| prevent_dce.Store4(0u, asuint(res)); |
| } |
| |
| struct tint_symbol { |
| float4 value : SV_Position; |
| }; |
| |
| float4 vertex_main_inner() { |
| textureLoad_2e3552(); |
| return (0.0f).xxxx; |
| } |
| |
| tint_symbol vertex_main() { |
| 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_2e3552(); |
| return; |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| textureLoad_2e3552(); |
| return; |
| } |