Texture2DArray arg_0 : register(t0, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureLoad_3c96e8() { int2 arg_1 = (1).xx; uint arg_2 = 1u; uint arg_3 = 1u; float4 res = arg_0.Load(int4(int3(arg_1, int(arg_2)), int(arg_3))); prevent_dce.Store4(0u, asuint(res)); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureLoad_3c96e8(); 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_3c96e8(); return; } [numthreads(1, 1, 1)] void compute_main() { textureLoad_3c96e8(); return; }