HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -233,13 +233,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -259,8 +259,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@@ -500,13 +500,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@@ -526,8 +526,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@@ -572,8 +572,8 @@ gl_FragCoord origin is upper left
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Name 146 "g_tTexcdu4"
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Name 153 "psout"
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Name 164 "flattenTemp"
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Name 167 "Color"
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Name 171 "@entryPointOutput_Depth"
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Name 167 "@entryPointOutput.Color"
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Name 171 "@entryPointOutput.Depth"
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Name 174 "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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@@ -590,8 +590,8 @@ gl_FragCoord origin is upper left
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Decorate 128(g_tTexcdf4) DescriptorSet 0
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Decorate 137(g_tTexcdi4) DescriptorSet 0
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Decorate 146(g_tTexcdu4) DescriptorSet 0
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Decorate 167(Color) Location 0
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Decorate 171(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 167(@entryPointOutput.Color) Location 0
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Decorate 171(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 174(g_tTex1df4a) DescriptorSet 0
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Decorate 174(g_tTex1df4a) Binding 1
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2: TypeVoid
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@@ -687,9 +687,9 @@ gl_FragCoord origin is upper left
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158: 28(int) Constant 1
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159: TypePointer Function 6(float)
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166: TypePointer Output 7(fvec4)
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167(Color): 166(ptr) Variable Output
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167(@entryPointOutput.Color): 166(ptr) Variable Output
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170: TypePointer Output 6(float)
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171(@entryPointOutput_Depth): 170(ptr) Variable Output
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171(@entryPointOutput.Depth): 170(ptr) Variable Output
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174(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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@@ -698,10 +698,10 @@ gl_FragCoord origin is upper left
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Store 164(flattenTemp) 165
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168: 12(ptr) AccessChain 164(flattenTemp) 154
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169: 7(fvec4) Load 168
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Store 167(Color) 169
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Store 167(@entryPointOutput.Color) 169
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172: 159(ptr) AccessChain 164(flattenTemp) 158
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173: 6(float) Load 172
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Store 171(@entryPointOutput_Depth) 173
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Store 171(@entryPointOutput.Depth) 173
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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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