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

@@ -176,13 +176,13 @@ 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:
@@ -210,8 +210,8 @@ 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:
@@ -394,13 +394,13 @@ 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:
@@ -428,8 +428,8 @@ 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
@@ -469,8 +469,8 @@ gl_FragCoord origin is upper left
Name 149 "g_tTexcdu4a"
Name 162 "psout"
Name 173 "flattenTemp"
Name 176 "Color"
Name 180 "@entryPointOutput_Depth"
Name 176 "@entryPointOutput.Color"
Name 180 "@entryPointOutput.Depth"
Name 185 "g_tTex1df4"
Name 188 "g_tTex1di4"
Name 191 "g_tTex1du4"
@@ -494,8 +494,8 @@ gl_FragCoord origin is upper left
Decorate 117(g_tTexcdf4a) DescriptorSet 0
Decorate 134(g_tTexcdi4a) DescriptorSet 0
Decorate 149(g_tTexcdu4a) DescriptorSet 0
Decorate 176(Color) Location 0
Decorate 180(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 176(@entryPointOutput.Color) Location 0
Decorate 180(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 185(g_tTex1df4) DescriptorSet 0
Decorate 185(g_tTex1df4) Binding 0
Decorate 188(g_tTex1di4) DescriptorSet 0
@@ -584,9 +584,9 @@ gl_FragCoord origin is upper left
166: TypePointer Function 7(fvec4)
168: 38(int) Constant 1
175: TypePointer Output 7(fvec4)
176(Color): 175(ptr) Variable Output
176(@entryPointOutput.Color): 175(ptr) Variable Output
179: TypePointer Output 6(float)
180(@entryPointOutput_Depth): 179(ptr) Variable Output
180(@entryPointOutput.Depth): 179(ptr) Variable Output
183: TypeImage 6(float) 1D sampled format:Unknown
184: TypePointer UniformConstant 183
185(g_tTex1df4): 184(ptr) Variable UniformConstant
@@ -630,10 +630,10 @@ gl_FragCoord origin is upper left
Store 173(flattenTemp) 174
177: 166(ptr) AccessChain 173(flattenTemp) 163
178: 7(fvec4) Load 177
Store 176(Color) 178
Store 176(@entryPointOutput.Color) 178
181: 12(ptr) AccessChain 173(flattenTemp) 168
182: 6(float) Load 181
Store 180(@entryPointOutput_Depth) 182
Store 180(@entryPointOutput.Depth) 182
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9