HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -167,13 +167,13 @@ 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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@@ -201,8 +201,8 @@ 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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@@ -376,13 +376,13 @@ 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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@@ -410,8 +410,8 @@ 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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@@ -451,8 +451,8 @@ gl_FragCoord origin is upper left
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Name 138 "g_tTexcdu4"
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Name 151 "psout"
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Name 162 "flattenTemp"
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Name 165 "Color"
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Name 169 "@entryPointOutput_Depth"
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Name 165 "@entryPointOutput.Color"
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Name 169 "@entryPointOutput.Depth"
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Name 174 "g_tTex3df4"
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Name 177 "g_tTex3di4"
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Name 180 "g_tTex3du4"
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@@ -477,8 +477,8 @@ gl_FragCoord origin is upper left
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Decorate 106(g_tTexcdf4) DescriptorSet 0
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Decorate 123(g_tTexcdi4) DescriptorSet 0
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Decorate 138(g_tTexcdu4) DescriptorSet 0
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Decorate 165(Color) Location 0
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Decorate 169(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 165(@entryPointOutput.Color) Location 0
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Decorate 169(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 174(g_tTex3df4) DescriptorSet 0
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Decorate 177(g_tTex3di4) DescriptorSet 0
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Decorate 180(g_tTex3du4) DescriptorSet 0
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@@ -564,9 +564,9 @@ gl_FragCoord origin is upper left
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155: TypePointer Function 7(fvec4)
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157: 33(int) Constant 1
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164: TypePointer Output 7(fvec4)
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165(Color): 164(ptr) Variable Output
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165(@entryPointOutput.Color): 164(ptr) Variable Output
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168: TypePointer Output 6(float)
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169(@entryPointOutput_Depth): 168(ptr) Variable Output
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169(@entryPointOutput.Depth): 168(ptr) Variable Output
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172: TypeImage 6(float) 3D sampled format:Unknown
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173: TypePointer UniformConstant 172
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174(g_tTex3df4): 173(ptr) Variable UniformConstant
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@@ -610,10 +610,10 @@ gl_FragCoord origin is upper left
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Store 162(flattenTemp) 163
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166: 155(ptr) AccessChain 162(flattenTemp) 152
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167: 7(fvec4) Load 166
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Store 165(Color) 167
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Store 165(@entryPointOutput.Color) 167
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170: 12(ptr) AccessChain 162(flattenTemp) 157
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171: 6(float) Load 170
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Store 169(@entryPointOutput_Depth) 171
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Store 169(@entryPointOutput.Depth) 171
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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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