HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user