HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -62,13 +62,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 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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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -79,8 +79,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbis' (layout( r32i) uniform itextureBuffer)
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0:? 'g_tTexbus' (layout( r32ui) uniform utextureBuffer)
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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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@@ -149,13 +149,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 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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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -166,8 +166,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbis' (layout( r32i) uniform itextureBuffer)
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0:? 'g_tTexbus' (layout( r32ui) uniform utextureBuffer)
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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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@@ -203,8 +203,8 @@ gl_FragCoord origin is upper left
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Name 46 "g_tTexbus"
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Name 54 "psout"
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Name 64 "flattenTemp"
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Name 67 "Color"
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Name 71 "@entryPointOutput_Depth"
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Name 67 "@entryPointOutput.Color"
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Name 71 "@entryPointOutput.Depth"
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Name 74 "g_tTexbfs_test"
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Decorate 16(g_tTexbfs) DescriptorSet 0
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MemberDecorate 22($Global) 0 Offset 0
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@@ -219,8 +219,8 @@ gl_FragCoord origin is upper left
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Decorate 24 DescriptorSet 0
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Decorate 35(g_tTexbis) DescriptorSet 0
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Decorate 46(g_tTexbus) DescriptorSet 0
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Decorate 67(Color) Location 0
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Decorate 71(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 67(@entryPointOutput.Color) Location 0
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Decorate 71(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 74(g_tTexbfs_test) DescriptorSet 0
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Decorate 74(g_tTexbfs_test) Binding 0
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2: TypeVoid
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@@ -258,9 +258,9 @@ gl_FragCoord origin is upper left
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57: TypePointer Function 7(fvec4)
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59: 18(int) Constant 1
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66: TypePointer Output 7(fvec4)
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67(Color): 66(ptr) Variable Output
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67(@entryPointOutput.Color): 66(ptr) Variable Output
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70: TypePointer Output 6(float)
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71(@entryPointOutput_Depth): 70(ptr) Variable Output
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71(@entryPointOutput.Depth): 70(ptr) Variable Output
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74(g_tTexbfs_test): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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@@ -269,10 +269,10 @@ gl_FragCoord origin is upper left
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Store 64(flattenTemp) 65
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68: 57(ptr) AccessChain 64(flattenTemp) 25
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69: 7(fvec4) Load 68
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Store 67(Color) 69
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Store 67(@entryPointOutput.Color) 69
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72: 12(ptr) AccessChain 64(flattenTemp) 59
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73: 6(float) Load 72
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Store 71(@entryPointOutput_Depth) 73
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Store 71(@entryPointOutput.Depth) 73
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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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