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

@@ -68,13 +68,13 @@ gl_FragCoord origin is upper left
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 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)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
@@ -97,8 +97,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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:
@@ -173,13 +173,13 @@ gl_FragCoord origin is upper left
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 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)
0:40 Color: direct index for structure ( temp 4-component vector of float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
0:40 0 (const int)
0:40 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:40 Depth: direct index for structure ( temp float)
0:40 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:40 Constant:
@@ -202,8 +202,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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
@@ -239,8 +239,8 @@ gl_FragCoord origin is upper left
Name 62 "g_tTex2du4a"
Name 68 "psout"
Name 79 "flattenTemp"
Name 82 "Color"
Name 86 "@entryPointOutput_Depth"
Name 82 "@entryPointOutput.Color"
Name 86 "@entryPointOutput.Depth"
Name 91 "g_sSamp"
Name 94 "g_tTex1df4"
Name 97 "g_tTex1di4"
@@ -267,8 +267,8 @@ gl_FragCoord origin is upper left
Decorate 46(g_tTex2df4a) DescriptorSet 0
Decorate 55(g_tTex2di4a) DescriptorSet 0
Decorate 62(g_tTex2du4a) DescriptorSet 0
Decorate 82(Color) Location 0
Decorate 86(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 82(@entryPointOutput.Color) Location 0
Decorate 86(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 91(g_sSamp) DescriptorSet 0
Decorate 91(g_sSamp) Binding 0
Decorate 94(g_tTex1df4) DescriptorSet 0
@@ -325,9 +325,9 @@ gl_FragCoord origin is upper left
72: TypePointer Function 7(fvec4)
74: TypePointer Function 6(float)
81: TypePointer Output 7(fvec4)
82(Color): 81(ptr) Variable Output
82(@entryPointOutput.Color): 81(ptr) Variable Output
85: TypePointer Output 6(float)
86(@entryPointOutput_Depth): 85(ptr) Variable Output
86(@entryPointOutput.Depth): 85(ptr) Variable Output
89: TypeSampler
90: TypePointer UniformConstant 89
91(g_sSamp): 90(ptr) Variable UniformConstant
@@ -365,10 +365,10 @@ gl_FragCoord origin is upper left
Store 79(flattenTemp) 80
83: 72(ptr) AccessChain 79(flattenTemp) 69
84: 7(fvec4) Load 83
Store 82(Color) 84
Store 82(@entryPointOutput.Color) 84
87: 74(ptr) AccessChain 79(flattenTemp) 23
88: 6(float) Load 87
Store 86(@entryPointOutput_Depth) 88
Store 86(@entryPointOutput.Depth) 88
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9