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

@@ -320,13 +320,13 @@ gl_FragCoord origin is upper left
0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 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)
0:44 Color: direct index for structure ( temp 4-component vector of float)
0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Constant:
0:44 0 (const int)
0:44 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:44 Depth: direct index for structure ( temp float)
0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Constant:
@@ -352,8 +352,8 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int 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:
@@ -680,13 +680,13 @@ gl_FragCoord origin is upper left
0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 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)
0:44 Color: direct index for structure ( temp 4-component vector of float)
0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Constant:
0:44 0 (const int)
0:44 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:44 Depth: direct index for structure ( temp float)
0:44 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:44 Constant:
@@ -712,8 +712,8 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int 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
@@ -775,8 +775,8 @@ gl_FragCoord origin is upper left
Name 191 "g_tTex3du4"
Name 201 "psout"
Name 213 "flattenTemp"
Name 216 "Color"
Name 220 "@entryPointOutput_Depth"
Name 216 "@entryPointOutput.Color"
Name 220 "@entryPointOutput.Depth"
Name 225 "g_sSamp"
Name 229 "$Global"
MemberName 229($Global) 0 "c1"
@@ -807,8 +807,8 @@ gl_FragCoord origin is upper left
Decorate 166(g_tTex3df4) DescriptorSet 0
Decorate 179(g_tTex3di4) DescriptorSet 0
Decorate 191(g_tTex3du4) DescriptorSet 0
Decorate 216(Color) Location 0
Decorate 220(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 216(@entryPointOutput.Color) Location 0
Decorate 220(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 225(g_sSamp) DescriptorSet 0
Decorate 225(g_sSamp) Binding 0
MemberDecorate 229($Global) 0 Offset 0
@@ -899,9 +899,9 @@ gl_FragCoord origin is upper left
207: 23(int) Constant 1
208: TypePointer Function 6(float)
215: TypePointer Output 7(fvec4)
216(Color): 215(ptr) Variable Output
216(@entryPointOutput.Color): 215(ptr) Variable Output
219: TypePointer Output 6(float)
220(@entryPointOutput_Depth): 219(ptr) Variable Output
220(@entryPointOutput.Depth): 219(ptr) Variable Output
223: TypeSampler
224: TypePointer UniformConstant 223
225(g_sSamp): 224(ptr) Variable UniformConstant
@@ -918,10 +918,10 @@ gl_FragCoord origin is upper left
Store 213(flattenTemp) 214
217: 205(ptr) AccessChain 213(flattenTemp) 202
218: 7(fvec4) Load 217
Store 216(Color) 218
Store 216(@entryPointOutput.Color) 218
221: 208(ptr) AccessChain 213(flattenTemp) 207
222: 6(float) Load 221
Store 220(@entryPointOutput_Depth) 222
Store 220(@entryPointOutput.Depth) 222
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9