HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -176,13 +176,13 @@ 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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@@ -211,8 +211,8 @@ 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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@@ -395,13 +395,13 @@ 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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@@ -430,8 +430,8 @@ 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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@@ -469,8 +469,8 @@ gl_FragCoord origin is upper left
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Name 93 "g_tTex2du4a"
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Name 104 "psout"
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Name 116 "flattenTemp"
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Name 119 "Color"
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Name 123 "@entryPointOutput_Depth"
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Name 119 "@entryPointOutput.Color"
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Name 123 "@entryPointOutput.Depth"
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Name 128 "g_sSamp"
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Name 131 "g_tTex1df4"
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Name 134 "g_tTex1di4"
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@@ -503,8 +503,8 @@ gl_FragCoord origin is upper left
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Decorate 64(g_tTex2df4a) DescriptorSet 0
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Decorate 81(g_tTex2di4a) DescriptorSet 0
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Decorate 93(g_tTex2du4a) DescriptorSet 0
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Decorate 119(Color) Location 0
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Decorate 123(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 119(@entryPointOutput.Color) Location 0
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Decorate 123(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 128(g_sSamp) DescriptorSet 0
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Decorate 128(g_sSamp) Binding 0
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Decorate 131(g_tTex1df4) DescriptorSet 0
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@@ -574,9 +574,9 @@ gl_FragCoord origin is upper left
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110: 16(int) Constant 1
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111: TypePointer Function 6(float)
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118: TypePointer Output 7(fvec4)
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119(Color): 118(ptr) Variable Output
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119(@entryPointOutput.Color): 118(ptr) Variable Output
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122: TypePointer Output 6(float)
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123(@entryPointOutput_Depth): 122(ptr) Variable Output
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123(@entryPointOutput.Depth): 122(ptr) Variable Output
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126: TypeSampler
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127: TypePointer UniformConstant 126
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128(g_sSamp): 127(ptr) Variable UniformConstant
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@@ -632,10 +632,10 @@ gl_FragCoord origin is upper left
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Store 116(flattenTemp) 117
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120: 108(ptr) AccessChain 116(flattenTemp) 105
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121: 7(fvec4) Load 120
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Store 119(Color) 121
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Store 119(@entryPointOutput.Color) 121
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124: 111(ptr) AccessChain 116(flattenTemp) 110
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125: 6(float) Load 124
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Store 123(@entryPointOutput_Depth) 125
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Store 123(@entryPointOutput.Depth) 125
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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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