// // fragment_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2DArray arg_0 : register(u0, space1); float4 textureLoad_20c251() { float4 res = arg_0.Load(int4((int(1)).xx, int(1), int(0))); return res; } void fragment_main() { prevent_dce.Store4(0u, asuint(textureLoad_20c251())); } // // compute_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2DArray arg_0 : register(u0, space1); float4 textureLoad_20c251() { float4 res = arg_0.Load(int4((int(1)).xx, int(1), int(0))); return res; } [numthreads(1, 1, 1)] void compute_main() { prevent_dce.Store4(0u, asuint(textureLoad_20c251())); }