HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -95,13 +95,13 @@ gl_FragCoord origin is upper left
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 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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0:29 Color: direct index for structure ( temp 4-component vector of float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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0:29 0 (const int)
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0:29 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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0:29 Depth: direct index for structure ( temp float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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@@ -122,8 +122,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@@ -225,13 +225,13 @@ gl_FragCoord origin is upper left
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 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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0:29 Color: direct index for structure ( temp 4-component vector of float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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0:29 0 (const int)
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0:29 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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0:29 Depth: direct index for structure ( temp float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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@@ -252,8 +252,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@@ -286,8 +286,8 @@ gl_FragCoord origin is upper left
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Name 84 "g_tTexcdu4"
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Name 95 "psout"
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Name 105 "flattenTemp"
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Name 108 "Color"
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Name 112 "@entryPointOutput_Depth"
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Name 108 "@entryPointOutput.Color"
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Name 112 "@entryPointOutput.Depth"
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Name 115 "g_sSamp2d"
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Name 118 "g_tTex1df4a"
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Name 119 "g_tTex1df4"
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@@ -304,8 +304,8 @@ gl_FragCoord origin is upper left
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Decorate 63(g_tTexcdf4) DescriptorSet 0
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Decorate 74(g_tTexcdi4) DescriptorSet 0
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Decorate 84(g_tTexcdu4) DescriptorSet 0
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Decorate 108(Color) Location 0
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Decorate 112(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 108(@entryPointOutput.Color) Location 0
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Decorate 112(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 115(g_sSamp2d) DescriptorSet 0
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Decorate 118(g_tTex1df4a) DescriptorSet 0
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Decorate 118(g_tTex1df4a) Binding 1
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@@ -380,9 +380,9 @@ gl_FragCoord origin is upper left
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99: 28(int) Constant 1
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100: TypePointer Function 6(float)
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107: TypePointer Output 7(fvec4)
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108(Color): 107(ptr) Variable Output
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108(@entryPointOutput.Color): 107(ptr) Variable Output
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111: TypePointer Output 6(float)
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112(@entryPointOutput_Depth): 111(ptr) Variable Output
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112(@entryPointOutput.Depth): 111(ptr) Variable Output
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115(g_sSamp2d): 19(ptr) Variable UniformConstant
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116: TypeImage 6(float) 1D sampled format:Unknown
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117: TypePointer UniformConstant 116
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@@ -410,10 +410,10 @@ gl_FragCoord origin is upper left
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Store 105(flattenTemp) 106
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109: 12(ptr) AccessChain 105(flattenTemp) 29
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110: 7(fvec4) Load 109
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Store 108(Color) 110
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Store 108(@entryPointOutput.Color) 110
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113: 100(ptr) AccessChain 105(flattenTemp) 99
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114: 6(float) Load 113
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Store 112(@entryPointOutput_Depth) 114
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Store 112(@entryPointOutput.Depth) 114
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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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