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

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