// // fragment_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2DArray arg_0 : register(u0, space1); uint4 textureLoad_6d1fb4() { int2 v = int2((1u).xx); uint4 res = arg_0.Load(int4(v, int(1u), int(0))); return res; } void fragment_main() { prevent_dce.Store4(0u, textureLoad_6d1fb4()); } // // compute_main // RWByteAddressBuffer prevent_dce : register(u0); RWTexture2DArray arg_0 : register(u0, space1); uint4 textureLoad_6d1fb4() { int2 v = int2((1u).xx); uint4 res = arg_0.Load(int4(v, int(1u), int(0))); return res; } [numthreads(1, 1, 1)] void compute_main() { prevent_dce.Store4(0u, textureLoad_6d1fb4()); }