@group(1) @binding(0) var arg_0 : texture_storage_1d<rg32sint, read_write>; | |
fn textureLoad_ef2ec3() { | |
var res : vec4<i32> = textureLoad(arg_0, 1u); | |
prevent_dce = res; | |
} | |
@group(2) @binding(0) var<storage, read_write> prevent_dce : vec4<i32>; | |
@vertex | |
fn vertex_main() -> @builtin(position) vec4<f32> { | |
textureLoad_ef2ec3(); | |
return vec4<f32>(); | |
} | |
@fragment | |
fn fragment_main() { | |
textureLoad_ef2ec3(); | |
} | |
@compute @workgroup_size(1) | |
fn compute_main() { | |
textureLoad_ef2ec3(); | |
} |