HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -40,14 +40,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:15 Sequence
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0:15 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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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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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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Linked fragment stage:
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@@ -94,14 +94,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:15 Sequence
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0:15 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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0:15 color: direct index for structure ( temp 4-component vector of float)
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0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:15 Constant:
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0:15 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int i, uniform uint u, uniform float f, uniform bool b, uniform 2-component vector of int i2, uniform 2-component vector of uint u2, uniform 2-component vector of float f2, uniform 2-component vector of bool b2})
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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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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -130,7 +130,7 @@ gl_FragCoord origin is upper left
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Name 21 ""
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Name 29 "r01"
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Name 37 "ps_output"
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Name 47 "color"
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Name 47 "@entryPointOutput.color"
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MemberDecorate 19($Global) 0 Offset 0
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MemberDecorate 19($Global) 1 Offset 4
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MemberDecorate 19($Global) 2 Offset 8
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@@ -141,7 +141,7 @@ gl_FragCoord origin is upper left
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MemberDecorate 19($Global) 7 Offset 40
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Decorate 19($Global) Block
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Decorate 21 DescriptorSet 0
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Decorate 47(color) Location 0
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Decorate 47(@entryPointOutput.color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -168,12 +168,12 @@ gl_FragCoord origin is upper left
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40: 7(fvec4) ConstantComposite 39 39 39 39
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41: TypePointer Function 7(fvec4)
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46: TypePointer Output 7(fvec4)
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47(color): 46(ptr) Variable Output
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47(@entryPointOutput.color): 46(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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48:8(PS_OUTPUT) FunctionCall 10(@main()
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49: 7(fvec4) CompositeExtract 48 0
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Store 47(color) 49
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Store 47(@entryPointOutput.color) 49
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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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