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

@@ -596,13 +596,13 @@ gl_FragCoord origin is upper left
0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 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)
0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 0 (const int)
0:33 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:33 Depth: direct index for structure ( temp float)
0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
@@ -620,8 +620,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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})
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:
@@ -1224,13 +1224,13 @@ gl_FragCoord origin is upper left
0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 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)
0:33 Color: direct index for structure ( temp 4-component vector of float)
0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
0:33 0 (const int)
0:33 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:33 Depth: direct index for structure ( temp float)
0:33 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:33 Constant:
@@ -1248,8 +1248,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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})
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
@@ -1309,8 +1309,8 @@ gl_FragCoord origin is upper left
Name 334 "txval324"
Name 351 "psout"
Name 360 "flattenTemp"
Name 363 "Color"
Name 367 "@entryPointOutput_Depth"
Name 363 "@entryPointOutput.Color"
Name 367 "@entryPointOutput.Depth"
Name 370 "g_sSamp2d"
Name 373 "g_tTex1df4a"
Name 376 "g_tTex1di4a"
@@ -1333,8 +1333,8 @@ gl_FragCoord origin is upper left
Decorate 32 DescriptorSet 0
Decorate 47(g_tTex2di4a) DescriptorSet 0
Decorate 63(g_tTex2du4a) DescriptorSet 0
Decorate 363(Color) Location 0
Decorate 367(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 363(@entryPointOutput.Color) Location 0
Decorate 367(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 370(g_sSamp2d) DescriptorSet 0
Decorate 373(g_tTex1df4a) DescriptorSet 0
Decorate 373(g_tTex1df4a) Binding 0
@@ -1392,9 +1392,9 @@ gl_FragCoord origin is upper left
353: 7(fvec4) ConstantComposite 352 352 352 352
355: TypePointer Function 6(float)
362: TypePointer Output 7(fvec4)
363(Color): 362(ptr) Variable Output
363(@entryPointOutput.Color): 362(ptr) Variable Output
366: TypePointer Output 6(float)
367(@entryPointOutput_Depth): 366(ptr) Variable Output
367(@entryPointOutput.Depth): 366(ptr) Variable Output
370(g_sSamp2d): 19(ptr) Variable UniformConstant
371: TypeImage 6(float) 1D array sampled format:Unknown
372: TypePointer UniformConstant 371
@@ -1421,10 +1421,10 @@ gl_FragCoord origin is upper left
Store 360(flattenTemp) 361
364: 12(ptr) AccessChain 360(flattenTemp) 41
365: 7(fvec4) Load 364
Store 363(Color) 365
Store 363(@entryPointOutput.Color) 365
368: 355(ptr) AccessChain 360(flattenTemp) 131
369: 6(float) Load 368
Store 367(@entryPointOutput_Depth) 369
Store 367(@entryPointOutput.Depth) 369
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9