HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -430,7 +430,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:20 Sequence
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0:20 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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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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@@ -439,7 +439,7 @@ gl_FragCoord origin is upper left
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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, uniform uint upos, uniform float fpos})
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0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
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0:? 'g_tTex1df4' ( uniform texture1D)
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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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@@ -876,7 +876,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:20 Sequence
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0:20 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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0:20 color: direct index for structure ( temp 4-component vector of float)
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
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0:20 Constant:
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@@ -885,7 +885,7 @@ gl_FragCoord origin is upper left
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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, uniform uint upos, uniform float fpos})
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0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
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0:? 'g_tTex1df4' ( uniform texture1D)
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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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@@ -951,7 +951,7 @@ gl_FragCoord origin is upper left
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Name 297 "NumberOfLevelsI"
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Name 301 "sizeQueryTemp"
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Name 310 "ps_output"
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Name 319 "color"
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Name 319 "@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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@@ -966,7 +966,7 @@ gl_FragCoord origin is upper left
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Decorate 21 DescriptorSet 0
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Decorate 258(g_tTexbfs) DescriptorSet 0
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Decorate 277(g_tTex1df4) DescriptorSet 0
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Decorate 319(color) Location 0
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Decorate 319(@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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@@ -1025,12 +1025,12 @@ gl_FragCoord origin is upper left
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309: TypePointer Function 8(PS_OUTPUT)
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313: TypePointer Function 7(fvec4)
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318: TypePointer Output 7(fvec4)
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319(color): 318(ptr) Variable Output
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319(@entryPointOutput.color): 318(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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320:8(PS_OUTPUT) FunctionCall 10(@main()
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321: 7(fvec4) CompositeExtract 320 0
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Store 319(color) 321
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Store 319(@entryPointOutput.color) 321
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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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