HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -101,13 +101,13 @@ 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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@@ -124,8 +124,8 @@ 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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@@ -233,13 +233,13 @@ 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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@@ -256,8 +256,8 @@ 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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@@ -291,8 +291,8 @@ gl_FragCoord origin is upper left
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Name 84 "g_tTexcdu4a"
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Name 95 "psout"
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Name 104 "flattenTemp"
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Name 107 "Color"
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Name 111 "@entryPointOutput_Depth"
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Name 107 "@entryPointOutput.Color"
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Name 111 "@entryPointOutput.Depth"
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Name 116 "g_tTex1df4a"
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Name 117 "g_tTex1df4"
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Name 120 "g_tTex1di4a"
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@@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
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Decorate 64(g_tTexcdf4a) DescriptorSet 0
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Decorate 74(g_tTexcdi4a) DescriptorSet 0
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Decorate 84(g_tTexcdu4a) DescriptorSet 0
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Decorate 107(Color) Location 0
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Decorate 111(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 107(@entryPointOutput.Color) Location 0
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Decorate 111(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 116(g_tTex1df4a) DescriptorSet 0
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Decorate 116(g_tTex1df4a) Binding 1
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Decorate 117(g_tTex1df4) DescriptorSet 0
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@@ -376,9 +376,9 @@ gl_FragCoord origin is upper left
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98: 29(int) Constant 1
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99: TypePointer Function 6(float)
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106: TypePointer Output 7(fvec4)
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107(Color): 106(ptr) Variable Output
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107(@entryPointOutput.Color): 106(ptr) Variable Output
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110: TypePointer Output 6(float)
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111(@entryPointOutput_Depth): 110(ptr) Variable Output
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111(@entryPointOutput.Depth): 110(ptr) Variable Output
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114: TypeImage 6(float) 1D array sampled format:Unknown
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115: TypePointer UniformConstant 114
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116(g_tTex1df4a): 115(ptr) Variable UniformConstant
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@@ -396,10 +396,10 @@ gl_FragCoord origin is upper left
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Store 104(flattenTemp) 105
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108: 12(ptr) AccessChain 104(flattenTemp) 30
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109: 7(fvec4) Load 108
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Store 107(Color) 109
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Store 107(@entryPointOutput.Color) 109
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112: 99(ptr) AccessChain 104(flattenTemp) 98
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113: 6(float) Load 112
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Store 111(@entryPointOutput_Depth) 113
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Store 111(@entryPointOutput.Depth) 113
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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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