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

@@ -74,14 +74,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:14 Sequence
0:14 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)
0:14 Color: direct index for structure ( temp 4-component vector of float)
0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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:
@@ -162,14 +162,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:14 Sequence
0:14 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)
0:14 Color: direct index for structure ( temp 4-component vector of float)
0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:14 Constant:
0:14 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform bool bval, uniform 4-component vector of bool bval4, uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
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
@@ -195,7 +195,7 @@ gl_FragCoord origin is upper left
Name 18 ""
Name 66 "l_int"
Name 73 "psout"
Name 80 "Color"
Name 80 "@entryPointOutput.Color"
MemberDecorate 16($Global) 0 Offset 0
MemberDecorate 16($Global) 1 Offset 16
MemberDecorate 16($Global) 2 Offset 32
@@ -204,7 +204,7 @@ gl_FragCoord origin is upper left
MemberDecorate 16($Global) 5 Offset 80
Decorate 16($Global) Block
Decorate 18 DescriptorSet 0
Decorate 80(Color) Location 0
Decorate 80(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -242,12 +242,12 @@ gl_FragCoord origin is upper left
72: TypePointer Function 8(PS_OUTPUT)
74: TypePointer Function 7(fvec4)
79: TypePointer Output 7(fvec4)
80(Color): 79(ptr) Variable Output
80(@entryPointOutput.Color): 79(ptr) Variable Output
4(main): 2 Function None 3
5: Label
81:8(PS_OUTPUT) FunctionCall 10(@main()
82: 7(fvec4) CompositeExtract 81 0
Store 80(Color) 82
Store 80(@entryPointOutput.Color) 82
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9