HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -192,7 +192,7 @@ Shader version: 500
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0:? Sequence
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0:47 Sequence
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0:47 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:47 Pos: direct index for structure ( temp 4-component vector of float)
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0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:47 Constant:
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@@ -221,7 +221,7 @@ Shader version: 500
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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_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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Linked vertex stage:
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@@ -420,7 +420,7 @@ Shader version: 500
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0:? Sequence
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0:47 Sequence
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0:47 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:47 Pos: direct index for structure ( temp 4-component vector of float)
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0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:47 Constant:
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@@ -449,7 +449,7 @@ Shader version: 500
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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_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -486,7 +486,7 @@ Shader version: 500
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Name 100 "g_tTex3di4"
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Name 110 "g_tTex3du4"
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Name 119 "vsout"
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Name 129 "@entryPointOutput_Pos"
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Name 129 "@entryPointOutput.Pos"
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Name 134 "g_sSamp"
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Name 137 "g_tTexcdf4"
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Name 140 "g_tTexcdi4"
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@@ -520,7 +520,7 @@ Shader version: 500
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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 129(@entryPointOutput_Pos) BuiltIn Position
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Decorate 129(@entryPointOutput.Pos) BuiltIn Position
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Decorate 134(g_sSamp) DescriptorSet 0
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Decorate 134(g_sSamp) Binding 0
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Decorate 137(g_tTexcdf4) DescriptorSet 0
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@@ -593,7 +593,7 @@ Shader version: 500
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122: 7(fvec4) ConstantComposite 121 121 121 121
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123: TypePointer Function 7(fvec4)
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128: TypePointer Output 7(fvec4)
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129(@entryPointOutput_Pos): 128(ptr) Variable Output
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129(@entryPointOutput.Pos): 128(ptr) Variable Output
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132: TypeSampler
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133: TypePointer UniformConstant 132
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134(g_sSamp): 133(ptr) Variable UniformConstant
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@@ -637,7 +637,7 @@ Shader version: 500
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5: Label
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130:8(VS_OUTPUT) FunctionCall 10(@main()
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131: 7(fvec4) CompositeExtract 130 0
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Store 129(@entryPointOutput_Pos) 131
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Store 129(@entryPointOutput.Pos) 131
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Return
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FunctionEnd
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10(@main():8(VS_OUTPUT) Function None 9
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