HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -203,13 +203,13 @@ gl_FragCoord origin is upper left
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 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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0:48 Color: direct index for structure ( temp 4-component vector of float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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0:48 0 (const int)
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0:48 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:48 Depth: direct index for structure ( temp float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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@@ -238,8 +238,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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})
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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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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@@ -449,13 +449,13 @@ gl_FragCoord origin is upper left
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 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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0:48 Color: direct index for structure ( temp 4-component vector of float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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0:48 0 (const int)
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0:48 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:48 Depth: direct index for structure ( temp float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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@@ -484,8 +484,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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})
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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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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@@ -525,8 +525,8 @@ gl_FragCoord origin is upper left
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Name 110 "g_tTex3du4"
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Name 119 "psout"
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Name 130 "flattenTemp"
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Name 133 "Color"
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Name 137 "@entryPointOutput_Depth"
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Name 133 "@entryPointOutput.Color"
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Name 137 "@entryPointOutput.Depth"
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Name 142 "g_sSamp"
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Name 145 "g_tTexcdf4"
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Name 148 "g_tTexcdi4"
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@@ -560,8 +560,8 @@ gl_FragCoord origin is upper left
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Decorate 87(g_tTex3df4) DescriptorSet 0
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Decorate 100(g_tTex3di4) DescriptorSet 0
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Decorate 110(g_tTex3du4) DescriptorSet 0
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Decorate 133(Color) Location 0
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Decorate 137(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 133(@entryPointOutput.Color) Location 0
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Decorate 137(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 142(g_sSamp) DescriptorSet 0
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Decorate 142(g_sSamp) Binding 0
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Decorate 145(g_tTexcdf4) DescriptorSet 0
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@@ -635,9 +635,9 @@ gl_FragCoord origin is upper left
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123: TypePointer Function 7(fvec4)
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125: TypePointer Function 6(float)
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132: TypePointer Output 7(fvec4)
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133(Color): 132(ptr) Variable Output
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133(@entryPointOutput.Color): 132(ptr) Variable Output
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136: TypePointer Output 6(float)
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137(@entryPointOutput_Depth): 136(ptr) Variable Output
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137(@entryPointOutput.Depth): 136(ptr) Variable Output
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140: TypeSampler
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141: TypePointer UniformConstant 140
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142(g_sSamp): 141(ptr) Variable UniformConstant
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@@ -684,10 +684,10 @@ gl_FragCoord origin is upper left
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Store 130(flattenTemp) 131
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134: 123(ptr) AccessChain 130(flattenTemp) 120
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135: 7(fvec4) Load 134
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Store 133(Color) 135
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Store 133(@entryPointOutput.Color) 135
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138: 125(ptr) AccessChain 130(flattenTemp) 23
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139: 6(float) Load 138
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Store 137(@entryPointOutput_Depth) 139
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Store 137(@entryPointOutput.Depth) 139
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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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