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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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 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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0:38 Color: direct index for structure ( temp 4-component vector of float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 0 (const int)
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0:38 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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0:38 Depth: direct index for structure ( temp float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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@@ -183,8 +183,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( 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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@@ -340,13 +340,13 @@ gl_FragCoord origin is upper left
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 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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0:38 Color: direct index for structure ( temp 4-component vector of float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 0 (const int)
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0:38 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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0:38 Depth: direct index for structure ( temp float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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@@ -374,8 +374,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( 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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@@ -415,8 +415,8 @@ gl_FragCoord origin is upper left
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Name 137 "g_tTexcdu4"
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Name 150 "psout"
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Name 161 "flattenTemp"
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Name 164 "Color"
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Name 168 "@entryPointOutput_Depth"
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Name 164 "@entryPointOutput.Color"
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Name 168 "@entryPointOutput.Depth"
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Name 173 "g_tTex3df4"
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Name 176 "g_tTex3di4"
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Name 179 "g_tTex3du4"
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@@ -441,8 +441,8 @@ gl_FragCoord origin is upper left
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Decorate 105(g_tTexcdf4) DescriptorSet 0
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Decorate 122(g_tTexcdi4) DescriptorSet 0
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Decorate 137(g_tTexcdu4) DescriptorSet 0
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Decorate 164(Color) Location 0
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Decorate 168(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 164(@entryPointOutput.Color) Location 0
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Decorate 168(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 173(g_tTex3df4) DescriptorSet 0
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Decorate 176(g_tTex3di4) DescriptorSet 0
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Decorate 179(g_tTex3du4) DescriptorSet 0
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@@ -527,9 +527,9 @@ gl_FragCoord origin is upper left
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154: TypePointer Function 7(fvec4)
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156: 32(int) Constant 1
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163: TypePointer Output 7(fvec4)
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164(Color): 163(ptr) Variable Output
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164(@entryPointOutput.Color): 163(ptr) Variable Output
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167: TypePointer Output 6(float)
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168(@entryPointOutput_Depth): 167(ptr) Variable Output
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168(@entryPointOutput.Depth): 167(ptr) Variable Output
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171: TypeImage 6(float) 3D sampled format:Unknown
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172: TypePointer UniformConstant 171
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173(g_tTex3df4): 172(ptr) Variable UniformConstant
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@@ -573,10 +573,10 @@ gl_FragCoord origin is upper left
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Store 161(flattenTemp) 162
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165: 154(ptr) AccessChain 161(flattenTemp) 151
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166: 7(fvec4) Load 165
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Store 164(Color) 166
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Store 164(@entryPointOutput.Color) 166
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169: 12(ptr) AccessChain 161(flattenTemp) 156
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170: 6(float) Load 169
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Store 168(@entryPointOutput_Depth) 170
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Store 168(@entryPointOutput.Depth) 170
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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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