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

@@ -40,14 +40,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:15 Sequence
0:15 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)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
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})
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@@ -94,14 +94,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:15 Sequence
0:15 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)
0:15 color: direct index for structure ( temp 4-component vector of float)
0:15 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:15 Constant:
0:15 0 (const int)
0:? Linker Objects
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})
0:? 'color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
@@ -130,7 +130,7 @@ gl_FragCoord origin is upper left
Name 21 ""
Name 29 "r01"
Name 37 "ps_output"
Name 47 "color"
Name 47 "@entryPointOutput.color"
MemberDecorate 19($Global) 0 Offset 0
MemberDecorate 19($Global) 1 Offset 4
MemberDecorate 19($Global) 2 Offset 8
@@ -141,7 +141,7 @@ gl_FragCoord origin is upper left
MemberDecorate 19($Global) 7 Offset 40
Decorate 19($Global) Block
Decorate 21 DescriptorSet 0
Decorate 47(color) Location 0
Decorate 47(@entryPointOutput.color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -168,12 +168,12 @@ gl_FragCoord origin is upper left
40: 7(fvec4) ConstantComposite 39 39 39 39
41: TypePointer Function 7(fvec4)
46: TypePointer Output 7(fvec4)
47(color): 46(ptr) Variable Output
47(@entryPointOutput.color): 46(ptr) Variable Output
4(main): 2 Function None 3
5: Label
48:8(PS_OUTPUT) FunctionCall 10(@main()
49: 7(fvec4) CompositeExtract 48 0
Store 47(color) 49
Store 47(@entryPointOutput.color) 49
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9