HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -149,13 +149,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -175,8 +175,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@@ -332,13 +332,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -358,8 +358,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@@ -398,8 +398,8 @@ gl_FragCoord origin is upper left
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Name 120 "g_tTex3du4"
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Name 132 "psout"
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Name 141 "flattenTemp"
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Name 144 "Color"
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Name 148 "@entryPointOutput_Depth"
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Name 144 "@entryPointOutput.Color"
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Name 148 "@entryPointOutput.Depth"
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Name 151 "g_tTex1df4a"
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Name 154 "g_tTexcdf4"
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Name 157 "g_tTexcdi4"
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@@ -416,8 +416,8 @@ gl_FragCoord origin is upper left
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Decorate 96(g_tTex3df4) DescriptorSet 0
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Decorate 109(g_tTex3di4) DescriptorSet 0
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Decorate 120(g_tTex3du4) DescriptorSet 0
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Decorate 144(Color) Location 0
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Decorate 148(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 144(@entryPointOutput.Color) Location 0
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Decorate 148(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 151(g_tTex1df4a) DescriptorSet 0
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Decorate 151(g_tTex1df4a) Binding 1
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Decorate 154(g_tTexcdf4) DescriptorSet 0
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@@ -508,9 +508,9 @@ gl_FragCoord origin is upper left
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134: 7(fvec4) ConstantComposite 133 133 133 133
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136: TypePointer Function 6(float)
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143: TypePointer Output 7(fvec4)
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144(Color): 143(ptr) Variable Output
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144(@entryPointOutput.Color): 143(ptr) Variable Output
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147: TypePointer Output 6(float)
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148(@entryPointOutput_Depth): 147(ptr) Variable Output
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148(@entryPointOutput.Depth): 147(ptr) Variable Output
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151(g_tTex1df4a): 15(ptr) Variable UniformConstant
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152: TypeImage 6(float) Cube sampled format:Unknown
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153: TypePointer UniformConstant 152
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@@ -528,10 +528,10 @@ gl_FragCoord origin is upper left
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Store 141(flattenTemp) 142
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145: 12(ptr) AccessChain 141(flattenTemp) 64
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146: 7(fvec4) Load 145
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Store 144(Color) 146
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Store 144(@entryPointOutput.Color) 146
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149: 136(ptr) AccessChain 141(flattenTemp) 26
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150: 6(float) Load 149
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Store 148(@entryPointOutput_Depth) 150
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Store 148(@entryPointOutput.Depth) 150
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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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