Texture2DArray arg_0 : register(t0, space1); RWByteAddressBuffer prevent_dce : register(u0, space2); void textureLoad_b6ba5d() { float res = arg_0.Load(uint4(uint3((1u).xx, uint(1)), uint(1))).x; prevent_dce.Store(0u, asuint(res)); } struct tint_symbol { float4 value : SV_Position; }; float4 vertex_main_inner() { textureLoad_b6ba5d(); 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_b6ba5d(); return; } [numthreads(1, 1, 1)] void compute_main() { textureLoad_b6ba5d(); return; }