HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -131,13 +131,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -154,8 +154,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4' ( uniform utextureCubeArray)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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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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@@ -293,13 +293,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -316,8 +316,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4' ( uniform utextureCubeArray)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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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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@@ -357,8 +357,8 @@ gl_FragCoord origin is upper left
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Name 114 "g_tTexcdu4"
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Name 125 "psout"
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Name 135 "flattenTemp"
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Name 138 "Color"
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Name 142 "@entryPointOutput_Depth"
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Name 138 "@entryPointOutput.Color"
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Name 142 "@entryPointOutput.Depth"
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Name 145 "g_tTex1df4a"
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Decorate 16(g_tTex1df4) DescriptorSet 0
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Decorate 16(g_tTex1df4) Binding 0
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@@ -372,8 +372,8 @@ gl_FragCoord origin is upper left
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Decorate 94(g_tTexcdf4) DescriptorSet 0
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Decorate 104(g_tTexcdi4) DescriptorSet 0
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Decorate 114(g_tTexcdu4) DescriptorSet 0
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Decorate 138(Color) Location 0
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Decorate 142(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 138(@entryPointOutput.Color) Location 0
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Decorate 142(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 145(g_tTex1df4a) DescriptorSet 0
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Decorate 145(g_tTex1df4a) Binding 1
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2: TypeVoid
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@@ -455,9 +455,9 @@ gl_FragCoord origin is upper left
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129: 29(int) Constant 1
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130: TypePointer Function 6(float)
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137: TypePointer Output 7(fvec4)
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138(Color): 137(ptr) Variable Output
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138(@entryPointOutput.Color): 137(ptr) Variable Output
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141: TypePointer Output 6(float)
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142(@entryPointOutput_Depth): 141(ptr) Variable Output
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142(@entryPointOutput.Depth): 141(ptr) Variable Output
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145(g_tTex1df4a): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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@@ -466,10 +466,10 @@ gl_FragCoord origin is upper left
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Store 135(flattenTemp) 136
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139: 12(ptr) AccessChain 135(flattenTemp) 126
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140: 7(fvec4) Load 139
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Store 138(Color) 140
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Store 138(@entryPointOutput.Color) 140
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143: 130(ptr) AccessChain 135(flattenTemp) 129
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144: 6(float) Load 143
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Store 142(@entryPointOutput_Depth) 144
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Store 142(@entryPointOutput.Depth) 144
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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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