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

@@ -128,13 +128,13 @@ 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:
@@ -162,8 +162,8 @@ 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:
@@ -298,13 +298,13 @@ 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:
@@ -332,8 +332,8 @@ 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
@@ -367,8 +367,8 @@ gl_FragCoord origin is upper left
Name 105 "g_tTex2du4a"
Name 118 "psout"
Name 129 "flattenTemp"
Name 132 "Color"
Name 136 "@entryPointOutput_Depth"
Name 132 "@entryPointOutput.Color"
Name 136 "@entryPointOutput.Depth"
Name 141 "g_tTex1df4"
Name 144 "g_tTex1di4"
Name 147 "g_tTex1du4"
@@ -392,8 +392,8 @@ gl_FragCoord origin is upper left
Decorate 70(g_tTex2df4a) DescriptorSet 0
Decorate 90(g_tTex2di4a) DescriptorSet 0
Decorate 105(g_tTex2du4a) DescriptorSet 0
Decorate 132(Color) Location 0
Decorate 136(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 132(@entryPointOutput.Color) Location 0
Decorate 136(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 141(g_tTex1df4) DescriptorSet 0
Decorate 141(g_tTex1df4) Binding 0
Decorate 144(g_tTex1di4) DescriptorSet 0
@@ -471,9 +471,9 @@ gl_FragCoord origin is upper left
122: TypePointer Function 7(fvec4)
124: 34(int) Constant 1
131: TypePointer Output 7(fvec4)
132(Color): 131(ptr) Variable Output
132(@entryPointOutput.Color): 131(ptr) Variable Output
135: TypePointer Output 6(float)
136(@entryPointOutput_Depth): 135(ptr) Variable Output
136(@entryPointOutput.Depth): 135(ptr) Variable Output
139: TypeImage 6(float) 1D sampled format:Unknown
140: TypePointer UniformConstant 139
141(g_tTex1df4): 140(ptr) Variable UniformConstant
@@ -526,10 +526,10 @@ gl_FragCoord origin is upper left
Store 129(flattenTemp) 130
133: 122(ptr) AccessChain 129(flattenTemp) 119
134: 7(fvec4) Load 133
Store 132(Color) 134
Store 132(@entryPointOutput.Color) 134
137: 12(ptr) AccessChain 129(flattenTemp) 124
138: 6(float) Load 137
Store 136(@entryPointOutput_Depth) 138
Store 136(@entryPointOutput.Depth) 138
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9