HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -185,13 +185,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 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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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -208,8 +208,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4' ( 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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@@ -401,13 +401,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 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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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 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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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@@ -424,8 +424,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4' ( 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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@@ -465,8 +465,8 @@ gl_FragCoord origin is upper left
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Name 111 "g_tTexcdu4"
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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 139 "g_tTex1df4a"
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Decorate 16(g_tTex1df4) DescriptorSet 0
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Decorate 16(g_tTex1df4) Binding 0
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@@ -480,8 +480,8 @@ gl_FragCoord origin is upper left
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Decorate 89(g_tTexcdf4) DescriptorSet 0
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Decorate 102(g_tTexcdi4) DescriptorSet 0
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Decorate 111(g_tTexcdu4) 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 139(g_tTex1df4a) DescriptorSet 0
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Decorate 139(g_tTex1df4a) Binding 1
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2: TypeVoid
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@@ -557,9 +557,9 @@ gl_FragCoord origin is upper left
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123: 31(int) Constant 1
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124: TypePointer Function 6(float)
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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(g_tTex1df4a): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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@@ -568,10 +568,10 @@ gl_FragCoord origin is upper left
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Store 129(flattenTemp) 130
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133: 12(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: 124(ptr) AccessChain 129(flattenTemp) 123
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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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