HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -134,13 +134,13 @@ 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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@@ -168,8 +168,8 @@ 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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@@ -310,13 +310,13 @@ 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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@@ -344,8 +344,8 @@ 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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@@ -379,8 +379,8 @@ gl_FragCoord origin is upper left
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Name 96 "g_tTex2du4"
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Name 108 "psout"
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Name 119 "flattenTemp"
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Name 122 "Color"
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Name 126 "@entryPointOutput_Depth"
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Name 122 "@entryPointOutput.Color"
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Name 126 "@entryPointOutput.Depth"
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Name 131 "g_tTex3df4"
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Name 134 "g_tTex3di4"
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Name 137 "g_tTex3du4"
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@@ -405,8 +405,8 @@ gl_FragCoord origin is upper left
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Decorate 62(g_tTex2df4) DescriptorSet 0
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Decorate 82(g_tTex2di4) DescriptorSet 0
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Decorate 96(g_tTex2du4) DescriptorSet 0
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Decorate 122(Color) Location 0
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Decorate 126(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 122(@entryPointOutput.Color) Location 0
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Decorate 126(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 131(g_tTex3df4) DescriptorSet 0
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Decorate 134(g_tTex3di4) DescriptorSet 0
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Decorate 137(g_tTex3du4) DescriptorSet 0
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@@ -482,9 +482,9 @@ gl_FragCoord origin is upper left
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112: TypePointer Function 7(fvec4)
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114: 30(int) Constant 1
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121: TypePointer Output 7(fvec4)
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122(Color): 121(ptr) Variable Output
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122(@entryPointOutput.Color): 121(ptr) Variable Output
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125: TypePointer Output 6(float)
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126(@entryPointOutput_Depth): 125(ptr) Variable Output
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126(@entryPointOutput.Depth): 125(ptr) Variable Output
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129: TypeImage 6(float) 3D sampled format:Unknown
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130: TypePointer UniformConstant 129
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131(g_tTex3df4): 130(ptr) Variable UniformConstant
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@@ -537,10 +537,10 @@ gl_FragCoord origin is upper left
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Store 119(flattenTemp) 120
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123: 112(ptr) AccessChain 119(flattenTemp) 109
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124: 7(fvec4) Load 123
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Store 122(Color) 124
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Store 122(@entryPointOutput.Color) 124
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127: 12(ptr) AccessChain 119(flattenTemp) 114
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128: 6(float) Load 127
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Store 126(@entryPointOutput_Depth) 128
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Store 126(@entryPointOutput.Depth) 128
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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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