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

@@ -122,13 +122,13 @@ 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:
@@ -156,8 +156,8 @@ 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:
@@ -286,13 +286,13 @@ 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:
@@ -320,8 +320,8 @@ 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
@@ -355,8 +355,8 @@ gl_FragCoord origin is upper left
Name 95 "g_tTex2du4"
Name 107 "psout"
Name 118 "flattenTemp"
Name 121 "Color"
Name 125 "@entryPointOutput_Depth"
Name 121 "@entryPointOutput.Color"
Name 125 "@entryPointOutput.Depth"
Name 130 "g_tTex3df4"
Name 133 "g_tTex3di4"
Name 136 "g_tTex3du4"
@@ -381,8 +381,8 @@ gl_FragCoord origin is upper left
Decorate 61(g_tTex2df4) DescriptorSet 0
Decorate 81(g_tTex2di4) DescriptorSet 0
Decorate 95(g_tTex2du4) DescriptorSet 0
Decorate 121(Color) Location 0
Decorate 125(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 121(@entryPointOutput.Color) Location 0
Decorate 125(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 130(g_tTex3df4) DescriptorSet 0
Decorate 133(g_tTex3di4) DescriptorSet 0
Decorate 136(g_tTex3du4) DescriptorSet 0
@@ -457,9 +457,9 @@ gl_FragCoord origin is upper left
111: TypePointer Function 7(fvec4)
113: 29(int) Constant 1
120: TypePointer Output 7(fvec4)
121(Color): 120(ptr) Variable Output
121(@entryPointOutput.Color): 120(ptr) Variable Output
124: TypePointer Output 6(float)
125(@entryPointOutput_Depth): 124(ptr) Variable Output
125(@entryPointOutput.Depth): 124(ptr) Variable Output
128: TypeImage 6(float) 3D sampled format:Unknown
129: TypePointer UniformConstant 128
130(g_tTex3df4): 129(ptr) Variable UniformConstant
@@ -512,10 +512,10 @@ gl_FragCoord origin is upper left
Store 118(flattenTemp) 119
122: 111(ptr) AccessChain 118(flattenTemp) 108
123: 7(fvec4) Load 122
Store 121(Color) 123
Store 121(@entryPointOutput.Color) 123
126: 12(ptr) AccessChain 118(flattenTemp) 113
127: 6(float) Load 126
Store 125(@entryPointOutput_Depth) 127
Store 125(@entryPointOutput.Depth) 127
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9