HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -826,7 +826,7 @@ 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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@@ -849,7 +849,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray)
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0:? 'g_tTex2du2a' (layout( rg32ui) 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 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2})
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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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@@ -1682,7 +1682,7 @@ 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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@@ -1705,7 +1705,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di2a' (layout( rg32i) uniform iimage2DArray)
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0:? 'g_tTex2du2a' (layout( rg32ui) 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 2-component vector of float uf2, uniform 2-component vector of int ui2, uniform 2-component vector of uint uu2})
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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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@@ -1837,7 +1837,7 @@ gl_FragCoord origin is upper left
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Name 557 "storeTempPost"
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Name 565 "storeTemp"
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Name 573 "psout"
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Name 581 "Color"
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Name 581 "@entryPointOutput.Color"
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Name 586 "g_sSamp"
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Name 589 "g_tTex1df2a"
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Name 592 "g_tTex1di2a"
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@@ -1867,7 +1867,7 @@ gl_FragCoord origin is upper left
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Decorate 130(g_tTex3df2) DescriptorSet 0
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Decorate 140(g_tTex3di2) DescriptorSet 0
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Decorate 148(g_tTex3du2) DescriptorSet 0
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Decorate 581(Color) Location 0
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Decorate 581(@entryPointOutput.Color) Location 0
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Decorate 586(g_sSamp) DescriptorSet 0
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Decorate 586(g_sSamp) Binding 0
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Decorate 589(g_tTex1df2a) DescriptorSet 0
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@@ -1967,7 +1967,7 @@ gl_FragCoord origin is upper left
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574: 42(fvec4) ConstantComposite 404 404 404 404
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575: TypePointer Function 42(fvec4)
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580: TypePointer Output 42(fvec4)
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581(Color): 580(ptr) Variable Output
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581(@entryPointOutput.Color): 580(ptr) Variable Output
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584: TypeSampler
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585: TypePointer UniformConstant 584
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586(g_sSamp): 585(ptr) Variable UniformConstant
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@@ -1993,7 +1993,7 @@ gl_FragCoord origin is upper left
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5: Label
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582:43(PS_OUTPUT) FunctionCall 45(@main()
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583: 42(fvec4) CompositeExtract 582 0
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Store 581(Color) 583
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Store 581(@entryPointOutput.Color) 583
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Return
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FunctionEnd
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11(Fn1(vi2;): 7(ivec2) Function None 9
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