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

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