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

@@ -40,7 +40,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:22 Sequence
0:22 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)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
@@ -50,7 +50,7 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
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:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@@ -97,7 +97,7 @@ gl_FragCoord origin is upper left
0:? Sequence
0:22 Sequence
0:22 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)
0:22 Color: direct index for structure ( temp 4-component vector of float)
0:22 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:22 Constant:
@@ -107,7 +107,7 @@ gl_FragCoord origin is upper left
0:? 'g_tBuffI' (layout( rgba32i) uniform iimageBuffer)
0:? 'g_tBuffU' (layout( rgba32ui) uniform uimageBuffer)
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:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
@@ -138,7 +138,7 @@ gl_FragCoord origin is upper left
Name 31 "g_tBuffU"
Name 39 "g_tBuffI"
Name 45 "psout"
Name 54 "Color"
Name 54 "@entryPointOutput.Color"
Decorate 14(g_tBuffF) DescriptorSet 0
MemberDecorate 20($Global) 0 Offset 0
MemberDecorate 20($Global) 1 Offset 8
@@ -152,7 +152,7 @@ gl_FragCoord origin is upper left
Decorate 22 DescriptorSet 0
Decorate 31(g_tBuffU) DescriptorSet 0
Decorate 39(g_tBuffI) DescriptorSet 0
Decorate 54(Color) Location 0
Decorate 54(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -184,12 +184,12 @@ gl_FragCoord origin is upper left
47: 7(fvec4) ConstantComposite 46 46 46 46
48: TypePointer Function 7(fvec4)
53: TypePointer Output 7(fvec4)
54(Color): 53(ptr) Variable Output
54(@entryPointOutput.Color): 53(ptr) Variable Output
4(main): 2 Function None 3
5: Label
55:8(PS_OUTPUT) FunctionCall 10(@main()
56: 7(fvec4) CompositeExtract 55 0
Store 54(Color) 56
Store 54(@entryPointOutput.Color) 56
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9