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