@group(1) @binding(0) var arg_0 : texture_storage_1d<rg32sint, write>; fn textureDimensions_f264a3() { var res : u32 = textureDimensions(arg_0); prevent_dce = res; } @group(2) @binding(0) var<storage, read_write> prevent_dce : u32; @vertex fn vertex_main() -> @builtin(position) vec4<f32> { textureDimensions_f264a3(); return vec4<f32>(); } @fragment fn fragment_main() { textureDimensions_f264a3(); } @compute @workgroup_size(1) fn compute_main() { textureDimensions_f264a3(); }