HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -115,14 +115,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Sequence
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0:10 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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0:10 Color: direct index for structure ( temp 4-component vector of float)
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0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10 Constant:
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0:10 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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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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@@ -244,14 +244,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:10 Sequence
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0:10 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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0:10 Color: direct index for structure ( temp 4-component vector of float)
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0:10 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:10 Constant:
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0:10 0 (const int)
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0:? Linker Objects
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of bool b4a, uniform 4-component vector of bool b4b, uniform bool b1a, uniform bool b1b})
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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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@@ -281,14 +281,14 @@ gl_FragCoord origin is upper left
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Name 67 "r20"
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Name 77 "r21"
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Name 87 "psout"
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Name 112 "Color"
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Name 112 "@entryPointOutput.Color"
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MemberDecorate 18($Global) 0 Offset 0
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MemberDecorate 18($Global) 1 Offset 16
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MemberDecorate 18($Global) 2 Offset 32
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MemberDecorate 18($Global) 3 Offset 36
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Decorate 18($Global) Block
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Decorate 20 DescriptorSet 0
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Decorate 112(Color) Location 0
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Decorate 112(@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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@@ -319,12 +319,12 @@ gl_FragCoord origin is upper left
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104: 7(fvec4) ConstantComposite 102 102 102 102
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106: TypePointer Function 7(fvec4)
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111: TypePointer Output 7(fvec4)
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112(Color): 111(ptr) Variable Output
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112(@entryPointOutput.Color): 111(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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113:8(PS_OUTPUT) FunctionCall 10(@main()
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114: 7(fvec4) CompositeExtract 113 0
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Store 112(Color) 114
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Store 112(@entryPointOutput.Color) 114
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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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