HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -52,14 +52,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:12 Sequence
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0:12 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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0:12 Color: direct index for structure ( temp 4-component vector of float)
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0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Constant:
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0:12 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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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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Linked fragment stage:
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@@ -118,14 +118,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:12 Sequence
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0:12 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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0:12 Color: direct index for structure ( temp 4-component vector of float)
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0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:12 Constant:
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0:12 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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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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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -148,14 +148,14 @@ gl_FragCoord origin is upper left
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MemberName 14($Global) 3 "fval4"
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Name 16 ""
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Name 45 "psout"
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Name 54 "Color"
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Name 54 "@entryPointOutput.Color"
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MemberDecorate 14($Global) 0 Offset 0
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MemberDecorate 14($Global) 1 Offset 16
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MemberDecorate 14($Global) 2 Offset 32
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MemberDecorate 14($Global) 3 Offset 48
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Decorate 14($Global) Block
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Decorate 16 DescriptorSet 0
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Decorate 54(Color) Location 0
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Decorate 54(@entryPointOutput.Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -179,12 +179,12 @@ gl_FragCoord origin is upper left
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47: 7(fvec4) ConstantComposite 46 46 46 46
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48: TypePointer Function 7(fvec4)
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53: TypePointer Output 7(fvec4)
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54(Color): 53(ptr) Variable Output
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54(@entryPointOutput.Color): 53(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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55:8(PS_OUTPUT) FunctionCall 10(@main()
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56: 7(fvec4) CompositeExtract 55 0
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Store 54(Color) 56
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Store 54(@entryPointOutput.Color) 56
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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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