HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -157,25 +157,25 @@ gl_FragCoord origin is upper left
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0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:? 'input' ( temp 4-component vector of float)
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0:18 move second child to first child ( temp int)
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0:? 'a' (layout( location=0) out int)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:18 a: direct index for structure ( temp int)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 0 (const int)
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0:18 move second child to first child ( temp float)
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0:? 'b' (layout( location=1) out float)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:18 b: direct index for structure ( temp float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 1 (const int)
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0:18 move second child to first child ( temp bool)
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0:? 'c' (layout( location=2) out bool)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:18 c: direct index for structure ( temp bool)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 2 (const int)
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0:18 move second child to first child ( temp 4-component vector of float)
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0:? 'v' (layout( location=3) out 4-component vector of float)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:18 v: direct index for structure ( temp 4-component vector of float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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@@ -183,10 +183,10 @@ gl_FragCoord origin is upper left
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0:? Linker Objects
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0:? 'gv' ( global 4-component vector of float)
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0:? 'gfa' ( global 3-element array of float)
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0:? 'a' (layout( location=0) out int)
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0:? 'b' (layout( location=1) out float)
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0:? 'c' (layout( location=2) out bool)
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0:? 'v' (layout( location=3) out 4-component vector of float)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
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0:? 0.000000
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@@ -357,25 +357,25 @@ gl_FragCoord origin is upper left
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0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:? 'input' ( temp 4-component vector of float)
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0:18 move second child to first child ( temp int)
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0:? 'a' (layout( location=0) out int)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:18 a: direct index for structure ( temp int)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 0 (const int)
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0:18 move second child to first child ( temp float)
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0:? 'b' (layout( location=1) out float)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:18 b: direct index for structure ( temp float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 1 (const int)
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0:18 move second child to first child ( temp bool)
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0:? 'c' (layout( location=2) out bool)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:18 c: direct index for structure ( temp bool)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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0:18 2 (const int)
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0:18 move second child to first child ( temp 4-component vector of float)
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0:? 'v' (layout( location=3) out 4-component vector of float)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:18 v: direct index for structure ( temp 4-component vector of float)
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0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
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0:18 Constant:
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@@ -383,10 +383,10 @@ gl_FragCoord origin is upper left
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0:? Linker Objects
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0:? 'gv' ( global 4-component vector of float)
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0:? 'gfa' ( global 3-element array of float)
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0:? 'a' (layout( location=0) out int)
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0:? 'b' (layout( location=1) out float)
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0:? 'c' (layout( location=2) out bool)
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0:? 'v' (layout( location=3) out 4-component vector of float)
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0:? '@entryPointOutput.a' (layout( location=0) out int)
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0:? '@entryPointOutput.b' (layout( location=1) out float)
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0:? '@entryPointOutput.c' (layout( location=2) out bool)
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0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
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0:? 0.000000
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@@ -433,15 +433,15 @@ gl_FragCoord origin is upper left
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Name 80 "input"
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Name 82 "flattenTemp"
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Name 83 "param"
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Name 87 "a"
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Name 91 "b"
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Name 95 "c"
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Name 99 "v"
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Name 87 "@entryPointOutput.a"
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Name 91 "@entryPointOutput.b"
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Name 95 "@entryPointOutput.c"
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Name 99 "@entryPointOutput.v"
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Decorate 80(input) Location 0
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Decorate 87(a) Location 0
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Decorate 91(b) Location 1
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Decorate 95(c) Location 2
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Decorate 99(v) Location 3
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Decorate 87(@entryPointOutput.a) Location 0
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Decorate 91(@entryPointOutput.b) Location 1
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Decorate 95(@entryPointOutput.c) Location 2
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Decorate 99(@entryPointOutput.v) Location 3
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -492,13 +492,13 @@ gl_FragCoord origin is upper left
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79: TypePointer Input 7(fvec4)
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80(input): 79(ptr) Variable Input
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86: TypePointer Output 9(int)
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87(a): 86(ptr) Variable Output
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87(@entryPointOutput.a): 86(ptr) Variable Output
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90: TypePointer Output 6(float)
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91(b): 90(ptr) Variable Output
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91(@entryPointOutput.b): 90(ptr) Variable Output
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94: TypePointer Output 10(bool)
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95(c): 94(ptr) Variable Output
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95(@entryPointOutput.c): 94(ptr) Variable Output
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98: TypePointer Output 7(fvec4)
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99(v): 98(ptr) Variable Output
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99(@entryPointOutput.v): 98(ptr) Variable Output
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102: TypeArray 57(fvec2) 22
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103: 102 ConstantComposite 62 62 62
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4(PixelShaderFunction): 2 Function None 3
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@@ -516,16 +516,16 @@ gl_FragCoord origin is upper left
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Store 82(flattenTemp) 85
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88: 64(ptr) AccessChain 82(flattenTemp) 42
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89: 9(int) Load 88
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Store 87(a) 89
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Store 87(@entryPointOutput.a) 89
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92: 68(ptr) AccessChain 82(flattenTemp) 66
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93: 6(float) Load 92
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Store 91(b) 93
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Store 91(@entryPointOutput.b) 93
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96: 45(ptr) AccessChain 82(flattenTemp) 35
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97: 10(bool) Load 96
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Store 95(c) 97
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Store 95(@entryPointOutput.c) 97
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100: 8(ptr) AccessChain 82(flattenTemp) 29
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101: 7(fvec4) Load 100
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Store 99(v) 101
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Store 99(@entryPointOutput.v) 101
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Return
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FunctionEnd
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14(@PixelShaderFunction(vf4;): 11(outs) Function None 12
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