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

@@ -74,13 +74,13 @@ gl_FragCoord origin is upper left
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 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)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
@@ -94,8 +94,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
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:
@@ -176,13 +176,13 @@ gl_FragCoord origin is upper left
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 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)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
@@ -196,8 +196,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
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
@@ -224,8 +224,8 @@ gl_FragCoord origin is upper left
Name 55 "g_tTex2du4"
Name 68 "psout"
Name 77 "flattenTemp"
Name 80 "Color"
Name 84 "@entryPointOutput_Depth"
Name 80 "@entryPointOutput.Color"
Name 84 "@entryPointOutput.Depth"
Name 89 "g_tTex1df4a"
Name 90 "g_tTex1df4"
Name 93 "g_tTex1di4"
@@ -235,8 +235,8 @@ gl_FragCoord origin is upper left
Decorate 20(g_sSamp) Binding 0
Decorate 40(g_tTex2di4) DescriptorSet 0
Decorate 55(g_tTex2du4) DescriptorSet 0
Decorate 80(Color) Location 0
Decorate 84(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 80(@entryPointOutput.Color) Location 0
Decorate 84(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 89(g_tTex1df4a) DescriptorSet 0
Decorate 89(g_tTex1df4a) Binding 1
Decorate 90(g_tTex1df4) DescriptorSet 0
@@ -294,9 +294,9 @@ gl_FragCoord origin is upper left
70: 7(fvec4) ConstantComposite 69 69 69 69
72: TypePointer Function 6(float)
79: TypePointer Output 7(fvec4)
80(Color): 79(ptr) Variable Output
80(@entryPointOutput.Color): 79(ptr) Variable Output
83: TypePointer Output 6(float)
84(@entryPointOutput_Depth): 83(ptr) Variable Output
84(@entryPointOutput.Depth): 83(ptr) Variable Output
87: TypeImage 6(float) 1D array sampled format:Unknown
88: TypePointer UniformConstant 87
89(g_tTex1df4a): 88(ptr) Variable UniformConstant
@@ -314,10 +314,10 @@ gl_FragCoord origin is upper left
Store 77(flattenTemp) 78
81: 12(ptr) AccessChain 77(flattenTemp) 32
82: 7(fvec4) Load 81
Store 80(Color) 82
Store 80(@entryPointOutput.Color) 82
85: 72(ptr) AccessChain 77(flattenTemp) 31
86: 6(float) Load 85
Store 84(@entryPointOutput_Depth) 86
Store 84(@entryPointOutput.Depth) 86
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9