HLSL: Move debug naming to a simpler, more consistent, scheme.

This will help in expanding flattening and reducing splitting.
This commit is contained in:
John Kessenich
2017-08-09 14:29:29 -06:00
parent 3322dd8f99
commit e516d4335f
138 changed files with 2276 additions and 2278 deletions

View File

@@ -147,7 +147,7 @@ gl_FragCoord origin is upper left
0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'ps_output.color' (layout( location=0) out 4-component vector of float)
0:31 color: direct index for structure ( temp 4-component vector of float)
0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:31 Constant:
@@ -167,7 +167,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:? 'not_flattened_a' ( global 5-element array of int)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'ps_output.color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@@ -321,7 +321,7 @@ gl_FragCoord origin is upper left
0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:31 Sequence
0:31 move second child to first child ( temp 4-component vector of float)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'ps_output.color' (layout( location=0) out 4-component vector of float)
0:31 color: direct index for structure ( temp 4-component vector of float)
0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
0:31 Constant:
@@ -341,7 +341,7 @@ gl_FragCoord origin is upper left
0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
0:? 'not_flattened_a' ( global 5-element array of int)
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? 'ps_output.color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
@@ -382,7 +382,7 @@ gl_FragCoord origin is upper left
Name 112 "aggShadow"
Name 123 "ps_output"
Name 124 "param"
Name 128 "color"
Name 128 "ps_output.color"
Name 131 "g_tex_explicit[0]"
Name 132 "g_tex_explicit[1]"
Name 133 "g_tex_explicit[2]"
@@ -407,7 +407,7 @@ gl_FragCoord origin is upper left
MemberDecorate 89($Global) 2 Offset 384
Decorate 89($Global) Block
Decorate 91 DescriptorSet 0
Decorate 128(color) Location 0
Decorate 128(ps_output.color) Location 0
Decorate 131(g_tex_explicit[0]) DescriptorSet 0
Decorate 131(g_tex_explicit[0]) Binding 1
Decorate 132(g_tex_explicit[1]) DescriptorSet 0
@@ -478,7 +478,7 @@ gl_FragCoord origin is upper left
112(aggShadow): 18(ptr) Variable UniformConstant
121: TypePointer Function 7(fvec4)
127: TypePointer Output 7(fvec4)
128(color): 127(ptr) Variable Output
128(ps_output.color): 127(ptr) Variable Output
131(g_tex_explicit[0]): 41(ptr) Variable UniformConstant
132(g_tex_explicit[1]): 41(ptr) Variable UniformConstant
133(g_tex_explicit[2]): 41(ptr) Variable UniformConstant
@@ -495,7 +495,7 @@ gl_FragCoord origin is upper left
Store 123(ps_output) 126
129: 121(ptr) AccessChain 123(ps_output) 62
130: 7(fvec4) Load 129
Store 128(color) 130
Store 128(ps_output.color) 130
Return
FunctionEnd
9(TestFn1(): 7(fvec4) Function None 8