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

@@ -203,13 +203,13 @@ gl_FragCoord origin is upper left
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 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)
0:48 Color: direct index for structure ( temp 4-component vector of float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
0:48 0 (const int)
0:48 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:48 Depth: direct index for structure ( temp float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
@@ -238,8 +238,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@@ -449,13 +449,13 @@ gl_FragCoord origin is upper left
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 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)
0:48 Color: direct index for structure ( temp 4-component vector of float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
0:48 0 (const int)
0:48 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:48 Depth: direct index for structure ( temp float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
@@ -484,8 +484,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
@@ -525,8 +525,8 @@ gl_FragCoord origin is upper left
Name 110 "g_tTex3du4"
Name 119 "psout"
Name 130 "flattenTemp"
Name 133 "Color"
Name 137 "@entryPointOutput_Depth"
Name 133 "@entryPointOutput.Color"
Name 137 "@entryPointOutput.Depth"
Name 142 "g_sSamp"
Name 145 "g_tTexcdf4"
Name 148 "g_tTexcdi4"
@@ -560,8 +560,8 @@ gl_FragCoord origin is upper left
Decorate 87(g_tTex3df4) DescriptorSet 0
Decorate 100(g_tTex3di4) DescriptorSet 0
Decorate 110(g_tTex3du4) DescriptorSet 0
Decorate 133(Color) Location 0
Decorate 137(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 133(@entryPointOutput.Color) Location 0
Decorate 137(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 142(g_sSamp) DescriptorSet 0
Decorate 142(g_sSamp) Binding 0
Decorate 145(g_tTexcdf4) DescriptorSet 0
@@ -635,9 +635,9 @@ gl_FragCoord origin is upper left
123: TypePointer Function 7(fvec4)
125: TypePointer Function 6(float)
132: TypePointer Output 7(fvec4)
133(Color): 132(ptr) Variable Output
133(@entryPointOutput.Color): 132(ptr) Variable Output
136: TypePointer Output 6(float)
137(@entryPointOutput_Depth): 136(ptr) Variable Output
137(@entryPointOutput.Depth): 136(ptr) Variable Output
140: TypeSampler
141: TypePointer UniformConstant 140
142(g_sSamp): 141(ptr) Variable UniformConstant
@@ -684,10 +684,10 @@ gl_FragCoord origin is upper left
Store 130(flattenTemp) 131
134: 123(ptr) AccessChain 130(flattenTemp) 120
135: 7(fvec4) Load 134
Store 133(Color) 135
Store 133(@entryPointOutput.Color) 135
138: 125(ptr) AccessChain 130(flattenTemp) 23
139: 6(float) Load 138
Store 137(@entryPointOutput_Depth) 139
Store 137(@entryPointOutput.Depth) 139
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9