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

@@ -134,13 +134,13 @@ 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:
@@ -168,8 +168,8 @@ 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:
@@ -310,13 +310,13 @@ 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:
@@ -344,8 +344,8 @@ 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
@@ -379,8 +379,8 @@ gl_FragCoord origin is upper left
Name 96 "g_tTex2du4"
Name 108 "psout"
Name 119 "flattenTemp"
Name 122 "Color"
Name 126 "@entryPointOutput_Depth"
Name 122 "@entryPointOutput.Color"
Name 126 "@entryPointOutput.Depth"
Name 131 "g_tTex3df4"
Name 134 "g_tTex3di4"
Name 137 "g_tTex3du4"
@@ -405,8 +405,8 @@ gl_FragCoord origin is upper left
Decorate 62(g_tTex2df4) DescriptorSet 0
Decorate 82(g_tTex2di4) DescriptorSet 0
Decorate 96(g_tTex2du4) DescriptorSet 0
Decorate 122(Color) Location 0
Decorate 126(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 122(@entryPointOutput.Color) Location 0
Decorate 126(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 131(g_tTex3df4) DescriptorSet 0
Decorate 134(g_tTex3di4) DescriptorSet 0
Decorate 137(g_tTex3du4) DescriptorSet 0
@@ -482,9 +482,9 @@ gl_FragCoord origin is upper left
112: TypePointer Function 7(fvec4)
114: 30(int) Constant 1
121: TypePointer Output 7(fvec4)
122(Color): 121(ptr) Variable Output
122(@entryPointOutput.Color): 121(ptr) Variable Output
125: TypePointer Output 6(float)
126(@entryPointOutput_Depth): 125(ptr) Variable Output
126(@entryPointOutput.Depth): 125(ptr) Variable Output
129: TypeImage 6(float) 3D sampled format:Unknown
130: TypePointer UniformConstant 129
131(g_tTex3df4): 130(ptr) Variable UniformConstant
@@ -537,10 +537,10 @@ gl_FragCoord origin is upper left
Store 119(flattenTemp) 120
123: 112(ptr) AccessChain 119(flattenTemp) 109
124: 7(fvec4) Load 123
Store 122(Color) 124
Store 122(@entryPointOutput.Color) 124
127: 12(ptr) AccessChain 119(flattenTemp) 114
128: 6(float) Load 127
Store 126(@entryPointOutput_Depth) 128
Store 126(@entryPointOutput.Depth) 128
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9