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

@@ -88,7 +88,7 @@ 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:
@@ -97,7 +97,7 @@ 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:
@@ -192,7 +192,7 @@ 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:
@@ -201,7 +201,7 @@ 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
@@ -242,7 +242,7 @@ gl_FragCoord origin is upper left
Name 53 "NumberOfLevelsI"
Name 57 "sizeQueryTemp"
Name 66 "ps_output"
Name 74 "color"
Name 74 "@entryPointOutput.color"
Name 79 "g_tTexbfs"
MemberDecorate 17($Global) 0 Offset 0
MemberDecorate 17($Global) 1 Offset 4
@@ -257,7 +257,7 @@ gl_FragCoord origin is upper left
Decorate 17($Global) Block
Decorate 19 DescriptorSet 0
Decorate 31(g_tTex1df4) DescriptorSet 0
Decorate 74(color) Location 0
Decorate 74(@entryPointOutput.color) Location 0
Decorate 79(g_tTexbfs) DescriptorSet 0
2: TypeVoid
3: TypeFunction 2
@@ -288,7 +288,7 @@ gl_FragCoord origin is upper left
67: 7(fvec4) ConstantComposite 24 24 24 24
68: TypePointer Function 7(fvec4)
73: TypePointer Output 7(fvec4)
74(color): 73(ptr) Variable Output
74(@entryPointOutput.color): 73(ptr) Variable Output
77: TypeImage 6(float) Buffer sampled format:R32f
78: TypePointer UniformConstant 77
79(g_tTexbfs): 78(ptr) Variable UniformConstant
@@ -296,7 +296,7 @@ gl_FragCoord origin is upper left
5: Label
75:8(PS_OUTPUT) FunctionCall 10(@main()
76: 7(fvec4) CompositeExtract 75 0
Store 74(color) 76
Store 74(@entryPointOutput.color) 76
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9