HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -844,7 +844,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:53 Sequence
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0:53 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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0:53 Color: direct index for structure ( temp 4-component vector of float)
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0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:53 Constant:
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@@ -867,7 +867,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4})
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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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@@ -1718,7 +1718,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:53 Sequence
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0:53 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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0:53 Color: direct index for structure ( temp 4-component vector of float)
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0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:53 Constant:
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@@ -1741,7 +1741,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di4a' (layout( rgba32i) uniform iimage2DArray)
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0:? 'g_tTex2du4a' (layout( rgba32ui) uniform uimage2DArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4, uniform 4-component vector of float uf4, uniform 4-component vector of int ui4, uniform 4-component vector of uint uu4})
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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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@@ -1872,7 +1872,7 @@ gl_FragCoord origin is upper left
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Name 561 "storeTempPost"
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Name 569 "storeTemp"
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Name 576 "psout"
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Name 583 "Color"
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Name 583 "@entryPointOutput.Color"
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Name 588 "g_sSamp"
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Name 591 "g_tTex1df4a"
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Name 594 "g_tTex1di4a"
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@@ -1903,7 +1903,7 @@ gl_FragCoord origin is upper left
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Decorate 131(g_tTex3df4) DescriptorSet 0
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Decorate 141(g_tTex3di4) DescriptorSet 0
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Decorate 149(g_tTex3du4) DescriptorSet 0
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Decorate 583(Color) Location 0
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Decorate 583(@entryPointOutput.Color) Location 0
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Decorate 588(g_sSamp) DescriptorSet 0
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Decorate 588(g_sSamp) Binding 0
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Decorate 591(g_tTex1df4a) DescriptorSet 0
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@@ -2005,7 +2005,7 @@ gl_FragCoord origin is upper left
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575: TypePointer Function 42(PS_OUTPUT)
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577: 21(fvec4) ConstantComposite 408 408 408 408
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582: TypePointer Output 21(fvec4)
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583(Color): 582(ptr) Variable Output
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583(@entryPointOutput.Color): 582(ptr) Variable Output
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586: TypeSampler
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587: TypePointer UniformConstant 586
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588(g_sSamp): 587(ptr) Variable UniformConstant
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@@ -2031,7 +2031,7 @@ gl_FragCoord origin is upper left
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5: Label
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584:42(PS_OUTPUT) FunctionCall 44(@main()
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585: 21(fvec4) CompositeExtract 584 0
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Store 583(Color) 585
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Store 583(@entryPointOutput.Color) 585
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Return
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FunctionEnd
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11(Fn1(vi4;): 7(ivec4) Function None 9
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