RWByteAddressBuffer prevent_dce : register(u0); | |
RWTexture1D<float4> arg_0 : register(u0, space1); | |
float4 textureLoad_3bbc2b() { | |
uint v = 0u; | |
arg_0.GetDimensions(v); | |
uint v_1 = (v - 1u); | |
float4 res = float4(arg_0.Load(int2(int(min(uint(int(1)), v_1)), int(0)))); | |
return res; | |
} | |
void fragment_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_3bbc2b())); | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_3bbc2b())); | |
} | |