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

@@ -101,13 +101,13 @@ 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:
@@ -124,8 +124,8 @@ 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:
@@ -233,13 +233,13 @@ 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:
@@ -256,8 +256,8 @@ 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
@@ -291,8 +291,8 @@ gl_FragCoord origin is upper left
Name 84 "g_tTexcdu4a"
Name 95 "psout"
Name 104 "flattenTemp"
Name 107 "Color"
Name 111 "@entryPointOutput_Depth"
Name 107 "@entryPointOutput.Color"
Name 111 "@entryPointOutput.Depth"
Name 116 "g_tTex1df4a"
Name 117 "g_tTex1df4"
Name 120 "g_tTex1di4a"
@@ -305,8 +305,8 @@ gl_FragCoord origin is upper left
Decorate 64(g_tTexcdf4a) DescriptorSet 0
Decorate 74(g_tTexcdi4a) DescriptorSet 0
Decorate 84(g_tTexcdu4a) DescriptorSet 0
Decorate 107(Color) Location 0
Decorate 111(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 107(@entryPointOutput.Color) Location 0
Decorate 111(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 116(g_tTex1df4a) DescriptorSet 0
Decorate 116(g_tTex1df4a) Binding 1
Decorate 117(g_tTex1df4) DescriptorSet 0
@@ -376,9 +376,9 @@ gl_FragCoord origin is upper left
98: 29(int) Constant 1
99: TypePointer Function 6(float)
106: TypePointer Output 7(fvec4)
107(Color): 106(ptr) Variable Output
107(@entryPointOutput.Color): 106(ptr) Variable Output
110: TypePointer Output 6(float)
111(@entryPointOutput_Depth): 110(ptr) Variable Output
111(@entryPointOutput.Depth): 110(ptr) Variable Output
114: TypeImage 6(float) 1D array sampled format:Unknown
115: TypePointer UniformConstant 114
116(g_tTex1df4a): 115(ptr) Variable UniformConstant
@@ -396,10 +396,10 @@ gl_FragCoord origin is upper left
Store 104(flattenTemp) 105
108: 12(ptr) AccessChain 104(flattenTemp) 30
109: 7(fvec4) Load 108
Store 107(Color) 109
Store 107(@entryPointOutput.Color) 109
112: 99(ptr) AccessChain 104(flattenTemp) 98
113: 6(float) Load 112
Store 111(@entryPointOutput_Depth) 113
Store 111(@entryPointOutput.Depth) 113
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9