Texture2DArray arg_0 : register(t0, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureLoad_46a93f() { uint2 arg_1 = (1u).xx; int arg_2 = 1; uint arg_3 = 1u; float4 res = arg_0.Load(uint4(uint3(arg_1, uint(arg_2)), arg_3)); prevent_dce.Store4(0u, asuint(res)); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureLoad_46a93f(); return (0.0f).xxxx; } tint_symbol vertex_main() { const float4 inner_result = vertex_main_inner(); tint_symbol wrapper_result = (tint_symbol)0; wrapper_result.value = inner_result; return wrapper_result; } void fragment_main() { textureLoad_46a93f(); return; } [numthreads(1, 1, 1)] void compute_main() { textureLoad_46a93f(); return; }