HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -596,13 +596,13 @@ gl_FragCoord origin is upper left
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0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 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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0:39 Color: direct index for structure ( temp 4-component vector of float)
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0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 Constant:
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0:39 0 (const int)
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0:39 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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0:39 Depth: direct index for structure ( temp float)
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0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 Constant:
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@@ -624,8 +624,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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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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@@ -1228,13 +1228,13 @@ gl_FragCoord origin is upper left
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0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 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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0:39 Color: direct index for structure ( temp 4-component vector of float)
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0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 Constant:
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0:39 0 (const int)
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0:39 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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0:39 Depth: direct index for structure ( temp float)
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0:39 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:39 Constant:
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@@ -1256,8 +1256,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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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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@@ -1316,8 +1316,8 @@ gl_FragCoord origin is upper left
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Name 334 "txval324"
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Name 351 "psout"
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Name 360 "flattenTemp"
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Name 363 "Color"
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Name 367 "@entryPointOutput_Depth"
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Name 363 "@entryPointOutput.Color"
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Name 367 "@entryPointOutput.Depth"
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Name 370 "g_sSamp2d"
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Name 373 "g_tTex1df4a"
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Name 374 "g_tTex1df4"
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@@ -1344,8 +1344,8 @@ gl_FragCoord origin is upper left
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Decorate 32 DescriptorSet 0
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Decorate 47(g_tTex2di4) DescriptorSet 0
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Decorate 63(g_tTex2du4) DescriptorSet 0
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Decorate 363(Color) Location 0
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Decorate 367(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 363(@entryPointOutput.Color) Location 0
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Decorate 367(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 370(g_sSamp2d) DescriptorSet 0
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Decorate 373(g_tTex1df4a) DescriptorSet 0
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Decorate 373(g_tTex1df4a) Binding 1
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@@ -1408,9 +1408,9 @@ gl_FragCoord origin is upper left
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353: 7(fvec4) ConstantComposite 352 352 352 352
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355: TypePointer Function 6(float)
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362: TypePointer Output 7(fvec4)
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363(Color): 362(ptr) Variable Output
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363(@entryPointOutput.Color): 362(ptr) Variable Output
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366: TypePointer Output 6(float)
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367(@entryPointOutput_Depth): 366(ptr) Variable Output
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367(@entryPointOutput.Depth): 366(ptr) Variable Output
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370(g_sSamp2d): 19(ptr) Variable UniformConstant
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371: TypeImage 6(float) 1D sampled format:Unknown
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372: TypePointer UniformConstant 371
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@@ -1447,10 +1447,10 @@ gl_FragCoord origin is upper left
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Store 360(flattenTemp) 361
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364: 12(ptr) AccessChain 360(flattenTemp) 41
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365: 7(fvec4) Load 364
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Store 363(Color) 365
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Store 363(@entryPointOutput.Color) 365
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368: 355(ptr) AccessChain 360(flattenTemp) 33
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369: 6(float) Load 368
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Store 367(@entryPointOutput_Depth) 369
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Store 367(@entryPointOutput.Depth) 369
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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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