HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -149,13 +149,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -172,8 +172,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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@@ -329,13 +329,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -352,8 +352,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -394,8 +394,8 @@ gl_FragCoord origin is upper left
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Name 115 "g_tTexcdu4a"
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Name 127 "psout"
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Name 137 "flattenTemp"
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Name 140 "Color"
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Name 144 "@entryPointOutput_Depth"
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Name 140 "@entryPointOutput.Color"
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Name 144 "@entryPointOutput.Depth"
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Name 147 "g_tTex1df4"
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Decorate 16(g_tTex1df4a) DescriptorSet 0
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Decorate 16(g_tTex1df4a) Binding 1
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@@ -409,8 +409,8 @@ gl_FragCoord origin is upper left
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Decorate 92(g_tTexcdf4a) DescriptorSet 0
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Decorate 104(g_tTexcdi4a) DescriptorSet 0
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Decorate 115(g_tTexcdu4a) DescriptorSet 0
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Decorate 140(Color) Location 0
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Decorate 144(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 140(@entryPointOutput.Color) Location 0
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Decorate 144(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 147(g_tTex1df4) DescriptorSet 0
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Decorate 147(g_tTex1df4) Binding 0
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2: TypeVoid
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@@ -485,9 +485,9 @@ gl_FragCoord origin is upper left
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130: TypePointer Function 7(fvec4)
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132: 27(int) Constant 1
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139: TypePointer Output 7(fvec4)
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140(Color): 139(ptr) Variable Output
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140(@entryPointOutput.Color): 139(ptr) Variable Output
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143: TypePointer Output 6(float)
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144(@entryPointOutput_Depth): 143(ptr) Variable Output
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144(@entryPointOutput.Depth): 143(ptr) Variable Output
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147(g_tTex1df4): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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@@ -496,10 +496,10 @@ gl_FragCoord origin is upper left
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Store 137(flattenTemp) 138
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141: 130(ptr) AccessChain 137(flattenTemp) 28
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142: 7(fvec4) Load 141
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Store 140(Color) 142
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Store 140(@entryPointOutput.Color) 142
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145: 12(ptr) AccessChain 137(flattenTemp) 132
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146: 6(float) Load 145
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Store 144(@entryPointOutput_Depth) 146
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Store 144(@entryPointOutput.Depth) 146
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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