Texture2D arg_0 : register(t0, space1); int4 textureLoad2d(Texture2D tint_symbol, int2 coords, int level) { return tint_symbol.Load(int3(coords, level)); } void doTextureLoad() { int4 res = textureLoad2d(arg_0, int2(0, 0), 0); } struct tint_symbol_1 { float4 value : SV_Position; }; float4 vertex_main_inner() { doTextureLoad(); return float4(0.0f, 0.0f, 0.0f, 0.0f); } tint_symbol_1 vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol_1 wrapper_result = (tint_symbol_1)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { doTextureLoad(); return; } [numthreads(1, 1, 1)] void compute_main() { doTextureLoad(); return; }