HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -74,14 +74,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:14 Sequence
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0:14 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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0:14 Color: direct index for structure ( temp 4-component vector of float)
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0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:14 Constant:
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0:14 0 (const int)
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0:? Linker Objects
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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})
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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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@@ -162,14 +162,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:14 Sequence
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0:14 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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0:14 Color: direct index for structure ( temp 4-component vector of float)
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0:14 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:14 Constant:
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0:14 0 (const int)
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0:? Linker Objects
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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})
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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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@@ -195,7 +195,7 @@ gl_FragCoord origin is upper left
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Name 18 ""
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Name 66 "l_int"
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Name 73 "psout"
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Name 80 "Color"
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Name 80 "@entryPointOutput.Color"
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MemberDecorate 16($Global) 0 Offset 0
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MemberDecorate 16($Global) 1 Offset 16
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MemberDecorate 16($Global) 2 Offset 32
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@@ -204,7 +204,7 @@ gl_FragCoord origin is upper left
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MemberDecorate 16($Global) 5 Offset 80
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Decorate 16($Global) Block
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Decorate 18 DescriptorSet 0
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Decorate 80(Color) Location 0
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Decorate 80(@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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@@ -242,12 +242,12 @@ gl_FragCoord origin is upper left
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72: TypePointer Function 8(PS_OUTPUT)
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74: TypePointer Function 7(fvec4)
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79: TypePointer Output 7(fvec4)
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80(Color): 79(ptr) Variable Output
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80(@entryPointOutput.Color): 79(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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81:8(PS_OUTPUT) FunctionCall 10(@main()
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82: 7(fvec4) CompositeExtract 81 0
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Store 80(Color) 82
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Store 80(@entryPointOutput.Color) 82
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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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