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

@@ -179,13 +179,13 @@ 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:
@@ -205,8 +205,8 @@ 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:
@@ -392,13 +392,13 @@ 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:
@@ -418,8 +418,8 @@ 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
@@ -464,8 +464,8 @@ gl_FragCoord origin is upper left
Name 141 "g_tTexcdu4"
Name 148 "psout"
Name 159 "flattenTemp"
Name 162 "Color"
Name 166 "@entryPointOutput_Depth"
Name 162 "@entryPointOutput.Color"
Name 166 "@entryPointOutput.Depth"
Name 169 "g_tTex1df4a"
Decorate 16(g_tTex1df4) DescriptorSet 0
Decorate 16(g_tTex1df4) Binding 0
@@ -482,8 +482,8 @@ gl_FragCoord origin is upper left
Decorate 123(g_tTexcdf4) DescriptorSet 0
Decorate 132(g_tTexcdi4) DescriptorSet 0
Decorate 141(g_tTexcdu4) DescriptorSet 0
Decorate 162(Color) Location 0
Decorate 166(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 162(@entryPointOutput.Color) Location 0
Decorate 166(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 169(g_tTex1df4a) DescriptorSet 0
Decorate 169(g_tTex1df4a) Binding 1
2: TypeVoid
@@ -574,9 +574,9 @@ gl_FragCoord origin is upper left
153: 27(int) Constant 1
154: TypePointer Function 6(float)
161: TypePointer Output 7(fvec4)
162(Color): 161(ptr) Variable Output
162(@entryPointOutput.Color): 161(ptr) Variable Output
165: TypePointer Output 6(float)
166(@entryPointOutput_Depth): 165(ptr) Variable Output
166(@entryPointOutput.Depth): 165(ptr) Variable Output
169(g_tTex1df4a): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
@@ -585,10 +585,10 @@ gl_FragCoord origin is upper left
Store 159(flattenTemp) 160
163: 12(ptr) AccessChain 159(flattenTemp) 149
164: 7(fvec4) Load 163
Store 162(Color) 164
Store 162(@entryPointOutput.Color) 164
167: 154(ptr) AccessChain 159(flattenTemp) 153
168: 6(float) Load 167
Store 166(@entryPointOutput_Depth) 168
Store 166(@entryPointOutput.Depth) 168
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9