HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -71,13 +71,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -97,8 +97,8 @@ 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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@@ -176,13 +176,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -202,8 +202,8 @@ 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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@@ -230,8 +230,8 @@ gl_FragCoord origin is upper left
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Name 55 "g_tTex2du4"
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Name 67 "psout"
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Name 76 "flattenTemp"
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Name 79 "Color"
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Name 83 "@entryPointOutput_Depth"
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Name 79 "@entryPointOutput.Color"
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Name 83 "@entryPointOutput.Depth"
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Name 88 "g_tTex1df4a"
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Name 89 "g_tTex1df4"
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Name 92 "g_tTex1di4"
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@@ -247,8 +247,8 @@ gl_FragCoord origin is upper left
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Decorate 20(g_sSamp) Binding 0
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Decorate 39(g_tTex2di4) DescriptorSet 0
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Decorate 55(g_tTex2du4) DescriptorSet 0
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Decorate 79(Color) Location 0
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Decorate 83(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 79(@entryPointOutput.Color) Location 0
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Decorate 83(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 88(g_tTex1df4a) DescriptorSet 0
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Decorate 88(g_tTex1df4a) Binding 1
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Decorate 89(g_tTex1df4) DescriptorSet 0
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@@ -311,9 +311,9 @@ gl_FragCoord origin is upper left
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69: 7(fvec4) ConstantComposite 68 68 68 68
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71: TypePointer Function 6(float)
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78: TypePointer Output 7(fvec4)
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79(Color): 78(ptr) Variable Output
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79(@entryPointOutput.Color): 78(ptr) Variable Output
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82: TypePointer Output 6(float)
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83(@entryPointOutput_Depth): 82(ptr) Variable Output
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83(@entryPointOutput.Depth): 82(ptr) Variable Output
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86: TypeImage 6(float) 1D sampled format:Unknown
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87: TypePointer UniformConstant 86
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88(g_tTex1df4a): 87(ptr) Variable UniformConstant
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@@ -349,10 +349,10 @@ gl_FragCoord origin is upper left
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Store 76(flattenTemp) 77
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80: 12(ptr) AccessChain 76(flattenTemp) 31
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81: 7(fvec4) Load 80
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Store 79(Color) 81
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Store 79(@entryPointOutput.Color) 81
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84: 71(ptr) AccessChain 76(flattenTemp) 30
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85: 6(float) Load 84
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Store 83(@entryPointOutput_Depth) 85
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Store 83(@entryPointOutput.Depth) 85
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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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