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

@@ -430,7 +430,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:20 Sequence
0:20 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)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
@@ -439,7 +439,7 @@ gl_FragCoord origin is upper left
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})
0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
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:
@@ -876,7 +876,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:20 Sequence
0:20 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)
0:20 color: direct index for structure ( temp 4-component vector of float)
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float color})
0:20 Constant:
@@ -885,7 +885,7 @@ gl_FragCoord origin is upper left
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})
0:? 'g_tTexbfs' (layout( r32f) uniform textureBuffer)
0:? 'g_tTex1df4' ( uniform texture1D)
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
@@ -951,7 +951,7 @@ gl_FragCoord origin is upper left
Name 297 "NumberOfLevelsI"
Name 301 "sizeQueryTemp"
Name 310 "ps_output"
Name 319 "color"
Name 319 "@entryPointOutput.color"
MemberDecorate 19($Global) 0 Offset 0
MemberDecorate 19($Global) 1 Offset 4
MemberDecorate 19($Global) 2 Offset 8
@@ -966,7 +966,7 @@ gl_FragCoord origin is upper left
Decorate 21 DescriptorSet 0
Decorate 258(g_tTexbfs) DescriptorSet 0
Decorate 277(g_tTex1df4) DescriptorSet 0
Decorate 319(color) Location 0
Decorate 319(@entryPointOutput.color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -1025,12 +1025,12 @@ gl_FragCoord origin is upper left
309: TypePointer Function 8(PS_OUTPUT)
313: TypePointer Function 7(fvec4)
318: TypePointer Output 7(fvec4)
319(color): 318(ptr) Variable Output
319(@entryPointOutput.color): 318(ptr) Variable Output
4(main): 2 Function None 3
5: Label
320:8(PS_OUTPUT) FunctionCall 10(@main()
321: 7(fvec4) CompositeExtract 320 0
Store 319(color) 321
Store 319(@entryPointOutput.color) 321
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9