RWByteAddressBuffer prevent_dce : register(u0); | |
RWTexture3D<float4> arg_0 : register(u0, space1); | |
float4 textureLoad_6a6871() { | |
int3 arg_1 = (int(1)).xxx; | |
uint3 v = (0u).xxx; | |
arg_0.GetDimensions(v.x, v.y, v.z); | |
uint3 v_1 = (v - (1u).xxx); | |
float4 res = float4(arg_0.Load(int4(int3(min(uint3(arg_1), v_1)), int(0)))); | |
return res; | |
} | |
void fragment_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_6a6871())); | |
} | |
[numthreads(1, 1, 1)] | |
void compute_main() { | |
prevent_dce.Store4(0u, asuint(textureLoad_6a6871())); | |
} | |