HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -179,13 +179,13 @@ 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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@@ -205,8 +205,8 @@ 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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@@ -392,13 +392,13 @@ 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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@@ -418,8 +418,8 @@ 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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@@ -464,8 +464,8 @@ gl_FragCoord origin is upper left
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Name 141 "g_tTexcdu4"
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Name 148 "psout"
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Name 159 "flattenTemp"
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Name 162 "Color"
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Name 166 "@entryPointOutput_Depth"
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Name 162 "@entryPointOutput.Color"
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Name 166 "@entryPointOutput.Depth"
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Name 169 "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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@@ -482,8 +482,8 @@ gl_FragCoord origin is upper left
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Decorate 123(g_tTexcdf4) DescriptorSet 0
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Decorate 132(g_tTexcdi4) DescriptorSet 0
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Decorate 141(g_tTexcdu4) DescriptorSet 0
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Decorate 162(Color) Location 0
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Decorate 166(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 162(@entryPointOutput.Color) Location 0
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Decorate 166(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 169(g_tTex1df4a) DescriptorSet 0
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Decorate 169(g_tTex1df4a) Binding 1
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2: TypeVoid
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@@ -574,9 +574,9 @@ gl_FragCoord origin is upper left
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153: 27(int) Constant 1
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154: TypePointer Function 6(float)
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161: TypePointer Output 7(fvec4)
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162(Color): 161(ptr) Variable Output
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162(@entryPointOutput.Color): 161(ptr) Variable Output
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165: TypePointer Output 6(float)
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166(@entryPointOutput_Depth): 165(ptr) Variable Output
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166(@entryPointOutput.Depth): 165(ptr) Variable Output
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169(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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@@ -585,10 +585,10 @@ gl_FragCoord origin is upper left
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Store 159(flattenTemp) 160
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163: 12(ptr) AccessChain 159(flattenTemp) 149
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164: 7(fvec4) Load 163
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Store 162(Color) 164
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Store 162(@entryPointOutput.Color) 164
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167: 154(ptr) AccessChain 159(flattenTemp) 153
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168: 6(float) Load 167
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Store 166(@entryPointOutput_Depth) 168
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Store 166(@entryPointOutput.Depth) 168
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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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