| |
| RWByteAddressBuffer prevent_dce : register(u0); |
| RWTexture2DArray<float4> arg_0 : register(u0, space1); |
| float4 textureLoad_4c15b2() { |
| int2 arg_1 = (int(1)).xx; |
| int arg_2 = int(1); |
| int2 v = arg_1; |
| uint3 v_1 = (0u).xxx; |
| arg_0.GetDimensions(v_1.x, v_1.y, v_1.z); |
| uint v_2 = min(uint(arg_2), (v_1.z - 1u)); |
| uint3 v_3 = (0u).xxx; |
| arg_0.GetDimensions(v_3.x, v_3.y, v_3.z); |
| uint2 v_4 = (v_3.xy - (1u).xx); |
| int2 v_5 = int2(min(uint2(v), v_4)); |
| float4 res = float4(arg_0.Load(int4(v_5, int(v_2), int(0)))); |
| return res; |
| } |
| |
| void fragment_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_4c15b2())); |
| } |
| |
| [numthreads(1, 1, 1)] |
| void compute_main() { |
| prevent_dce.Store4(0u, asuint(textureLoad_4c15b2())); |
| } |
| |