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
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 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)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
@@ -183,8 +183,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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:
@@ -340,13 +340,13 @@ gl_FragCoord origin is upper left
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 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)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
@@ -374,8 +374,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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
@@ -415,8 +415,8 @@ gl_FragCoord origin is upper left
Name 137 "g_tTexcdu4"
Name 150 "psout"
Name 161 "flattenTemp"
Name 164 "Color"
Name 168 "@entryPointOutput_Depth"
Name 164 "@entryPointOutput.Color"
Name 168 "@entryPointOutput.Depth"
Name 173 "g_tTex3df4"
Name 176 "g_tTex3di4"
Name 179 "g_tTex3du4"
@@ -441,8 +441,8 @@ gl_FragCoord origin is upper left
Decorate 105(g_tTexcdf4) DescriptorSet 0
Decorate 122(g_tTexcdi4) DescriptorSet 0
Decorate 137(g_tTexcdu4) DescriptorSet 0
Decorate 164(Color) Location 0
Decorate 168(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 164(@entryPointOutput.Color) Location 0
Decorate 168(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 173(g_tTex3df4) DescriptorSet 0
Decorate 176(g_tTex3di4) DescriptorSet 0
Decorate 179(g_tTex3du4) DescriptorSet 0
@@ -527,9 +527,9 @@ gl_FragCoord origin is upper left
154: TypePointer Function 7(fvec4)
156: 32(int) Constant 1
163: TypePointer Output 7(fvec4)
164(Color): 163(ptr) Variable Output
164(@entryPointOutput.Color): 163(ptr) Variable Output
167: TypePointer Output 6(float)
168(@entryPointOutput_Depth): 167(ptr) Variable Output
168(@entryPointOutput.Depth): 167(ptr) Variable Output
171: TypeImage 6(float) 3D sampled format:Unknown
172: TypePointer UniformConstant 171
173(g_tTex3df4): 172(ptr) Variable UniformConstant
@@ -573,10 +573,10 @@ gl_FragCoord origin is upper left
Store 161(flattenTemp) 162
165: 154(ptr) AccessChain 161(flattenTemp) 151
166: 7(fvec4) Load 165
Store 164(Color) 166
Store 164(@entryPointOutput.Color) 166
169: 12(ptr) AccessChain 161(flattenTemp) 156
170: 6(float) Load 169
Store 168(@entryPointOutput_Depth) 170
Store 168(@entryPointOutput.Depth) 170
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9