HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -128,13 +128,13 @@ 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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@@ -162,8 +162,8 @@ 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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@@ -298,13 +298,13 @@ 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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@@ -332,8 +332,8 @@ 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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@@ -367,8 +367,8 @@ gl_FragCoord origin is upper left
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Name 105 "g_tTex2du4a"
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Name 118 "psout"
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Name 129 "flattenTemp"
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Name 132 "Color"
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Name 136 "@entryPointOutput_Depth"
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Name 132 "@entryPointOutput.Color"
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Name 136 "@entryPointOutput.Depth"
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Name 141 "g_tTex1df4"
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Name 144 "g_tTex1di4"
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Name 147 "g_tTex1du4"
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@@ -392,8 +392,8 @@ gl_FragCoord origin is upper left
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Decorate 70(g_tTex2df4a) DescriptorSet 0
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Decorate 90(g_tTex2di4a) DescriptorSet 0
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Decorate 105(g_tTex2du4a) DescriptorSet 0
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Decorate 132(Color) Location 0
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Decorate 136(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 132(@entryPointOutput.Color) Location 0
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Decorate 136(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 141(g_tTex1df4) DescriptorSet 0
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Decorate 141(g_tTex1df4) Binding 0
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Decorate 144(g_tTex1di4) DescriptorSet 0
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@@ -471,9 +471,9 @@ gl_FragCoord origin is upper left
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122: TypePointer Function 7(fvec4)
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124: 34(int) Constant 1
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131: TypePointer Output 7(fvec4)
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132(Color): 131(ptr) Variable Output
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132(@entryPointOutput.Color): 131(ptr) Variable Output
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135: TypePointer Output 6(float)
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136(@entryPointOutput_Depth): 135(ptr) Variable Output
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136(@entryPointOutput.Depth): 135(ptr) Variable Output
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139: TypeImage 6(float) 1D sampled format:Unknown
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140: TypePointer UniformConstant 139
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141(g_tTex1df4): 140(ptr) Variable UniformConstant
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@@ -526,10 +526,10 @@ gl_FragCoord origin is upper left
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Store 129(flattenTemp) 130
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133: 122(ptr) AccessChain 129(flattenTemp) 119
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134: 7(fvec4) Load 133
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Store 132(Color) 134
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Store 132(@entryPointOutput.Color) 134
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137: 12(ptr) AccessChain 129(flattenTemp) 124
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138: 6(float) Load 137
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Store 136(@entryPointOutput_Depth) 138
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Store 136(@entryPointOutput.Depth) 138
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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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