HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -122,13 +122,13 @@ 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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@@ -156,8 +156,8 @@ 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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@@ -286,13 +286,13 @@ 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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@@ -320,8 +320,8 @@ 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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@@ -355,8 +355,8 @@ gl_FragCoord origin is upper left
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Name 95 "g_tTex2du4"
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Name 107 "psout"
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Name 118 "flattenTemp"
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Name 121 "Color"
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Name 125 "@entryPointOutput_Depth"
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Name 121 "@entryPointOutput.Color"
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Name 125 "@entryPointOutput.Depth"
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Name 130 "g_tTex3df4"
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Name 133 "g_tTex3di4"
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Name 136 "g_tTex3du4"
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@@ -381,8 +381,8 @@ gl_FragCoord origin is upper left
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Decorate 61(g_tTex2df4) DescriptorSet 0
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Decorate 81(g_tTex2di4) DescriptorSet 0
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Decorate 95(g_tTex2du4) DescriptorSet 0
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Decorate 121(Color) Location 0
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Decorate 125(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 121(@entryPointOutput.Color) Location 0
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Decorate 125(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 130(g_tTex3df4) DescriptorSet 0
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Decorate 133(g_tTex3di4) DescriptorSet 0
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Decorate 136(g_tTex3du4) DescriptorSet 0
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@@ -457,9 +457,9 @@ gl_FragCoord origin is upper left
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111: TypePointer Function 7(fvec4)
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113: 29(int) Constant 1
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120: TypePointer Output 7(fvec4)
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121(Color): 120(ptr) Variable Output
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121(@entryPointOutput.Color): 120(ptr) Variable Output
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124: TypePointer Output 6(float)
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125(@entryPointOutput_Depth): 124(ptr) Variable Output
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125(@entryPointOutput.Depth): 124(ptr) Variable Output
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128: TypeImage 6(float) 3D sampled format:Unknown
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129: TypePointer UniformConstant 128
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130(g_tTex3df4): 129(ptr) Variable UniformConstant
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@@ -512,10 +512,10 @@ gl_FragCoord origin is upper left
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Store 118(flattenTemp) 119
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122: 111(ptr) AccessChain 118(flattenTemp) 108
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123: 7(fvec4) Load 122
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Store 121(Color) 123
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Store 121(@entryPointOutput.Color) 123
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126: 12(ptr) AccessChain 118(flattenTemp) 113
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127: 6(float) Load 126
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Store 125(@entryPointOutput_Depth) 127
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Store 125(@entryPointOutput.Depth) 127
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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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