HLSL: Move debug naming to a simpler, more consistent, scheme.

This will help in expanding flattening and reducing splitting.
This commit is contained in:
John Kessenich
2017-08-09 14:29:29 -06:00
parent 3322dd8f99
commit e516d4335f
138 changed files with 2276 additions and 2278 deletions

View File

@@ -149,13 +149,13 @@ gl_FragCoord origin is upper left
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
@@ -175,8 +175,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@@ -332,13 +332,13 @@ gl_FragCoord origin is upper left
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 move second child to first child ( temp 4-component vector of float)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
@@ -358,8 +358,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
@@ -398,8 +398,8 @@ gl_FragCoord origin is upper left
Name 120 "g_tTex3du4"
Name 132 "psout"
Name 141 "flattenTemp"
Name 144 "Color"
Name 148 "@entryPointOutput_Depth"
Name 144 "@entryPointOutput.Color"
Name 148 "@entryPointOutput.Depth"
Name 151 "g_tTex1df4a"
Name 154 "g_tTexcdf4"
Name 157 "g_tTexcdi4"
@@ -416,8 +416,8 @@ gl_FragCoord origin is upper left
Decorate 96(g_tTex3df4) DescriptorSet 0
Decorate 109(g_tTex3di4) DescriptorSet 0
Decorate 120(g_tTex3du4) DescriptorSet 0
Decorate 144(Color) Location 0
Decorate 148(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 144(@entryPointOutput.Color) Location 0
Decorate 148(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 151(g_tTex1df4a) DescriptorSet 0
Decorate 151(g_tTex1df4a) Binding 1
Decorate 154(g_tTexcdf4) DescriptorSet 0
@@ -508,9 +508,9 @@ gl_FragCoord origin is upper left
134: 7(fvec4) ConstantComposite 133 133 133 133
136: TypePointer Function 6(float)
143: TypePointer Output 7(fvec4)
144(Color): 143(ptr) Variable Output
144(@entryPointOutput.Color): 143(ptr) Variable Output
147: TypePointer Output 6(float)
148(@entryPointOutput_Depth): 147(ptr) Variable Output
148(@entryPointOutput.Depth): 147(ptr) Variable Output
151(g_tTex1df4a): 15(ptr) Variable UniformConstant
152: TypeImage 6(float) Cube sampled format:Unknown
153: TypePointer UniformConstant 152
@@ -528,10 +528,10 @@ gl_FragCoord origin is upper left
Store 141(flattenTemp) 142
145: 12(ptr) AccessChain 141(flattenTemp) 64
146: 7(fvec4) Load 145
Store 144(Color) 146
Store 144(@entryPointOutput.Color) 146
149: 136(ptr) AccessChain 141(flattenTemp) 26
150: 6(float) Load 149
Store 148(@entryPointOutput_Depth) 150
Store 148(@entryPointOutput.Depth) 150
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9