| // | |
| // fragment_main | |
| // | |
| RWByteAddressBuffer prevent_dce : register(u0); | |
| Texture1D<uint4> arg_0 : register(t0, space1); | |
| uint4 textureLoad_206a08() { | |
| uint arg_1 = 1u; | |
| uint4 res = arg_0.Load(uint2(arg_1, uint(0))); | |
| return res; | |
| } | |
| void fragment_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_206a08())); | |
| return; | |
| } | |
| // | |
| // compute_main | |
| // | |
| RWByteAddressBuffer prevent_dce : register(u0); | |
| Texture1D<uint4> arg_0 : register(t0, space1); | |
| uint4 textureLoad_206a08() { | |
| uint arg_1 = 1u; | |
| uint4 res = arg_0.Load(uint2(arg_1, uint(0))); | |
| return res; | |
| } | |
| [numthreads(1, 1, 1)] | |
| void compute_main() { | |
| prevent_dce.Store4(0u, asuint(textureLoad_206a08())); | |
| return; | |
| } | |
| // | |
| // vertex_main | |
| // | |
| Texture1D<uint4> arg_0 : register(t0, space1); | |
| uint4 textureLoad_206a08() { | |
| uint arg_1 = 1u; | |
| uint4 res = arg_0.Load(uint2(arg_1, uint(0))); | |
| return res; | |
| } | |
| struct VertexOutput { | |
| float4 pos; | |
| uint4 prevent_dce; | |
| }; | |
| struct tint_symbol_1 { | |
| nointerpolation uint4 prevent_dce : TEXCOORD0; | |
| float4 pos : SV_Position; | |
| }; | |
| VertexOutput vertex_main_inner() { | |
| VertexOutput tint_symbol = (VertexOutput)0; | |
| tint_symbol.pos = (0.0f).xxxx; | |
| tint_symbol.prevent_dce = textureLoad_206a08(); | |
| return tint_symbol; | |
| } | |
| tint_symbol_1 vertex_main() { | |
| VertexOutput inner_result = vertex_main_inner(); | |
| tint_symbol_1 wrapper_result = (tint_symbol_1)0; | |
| wrapper_result.pos = inner_result.pos; | |
| wrapper_result.prevent_dce = inner_result.prevent_dce; | |
| return wrapper_result; | |
| } |