HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -222,7 +222,7 @@ Shader version: 500
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0:? Sequence
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:27 Pos: direct index for structure ( temp 4-component vector of float)
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0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:27 Constant:
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@@ -242,7 +242,7 @@ Shader version: 500
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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_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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Linked vertex stage:
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@@ -471,7 +471,7 @@ Shader version: 500
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0:? Sequence
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0:27 Sequence
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0:27 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:27 Pos: direct index for structure ( temp 4-component vector of float)
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0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:27 Constant:
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@@ -491,7 +491,7 @@ Shader version: 500
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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_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -533,7 +533,7 @@ Shader version: 500
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Name 143 "txval42"
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Name 146 "g_tTexcdu4"
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Name 153 "vsout"
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Name 162 "@entryPointOutput_Pos"
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Name 162 "@entryPointOutput.Pos"
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Name 165 "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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@@ -550,7 +550,7 @@ Shader version: 500
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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 162(@entryPointOutput_Pos) BuiltIn Position
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Decorate 162(@entryPointOutput.Pos) BuiltIn Position
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Decorate 165(g_tTex1df4a) DescriptorSet 0
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Decorate 165(g_tTex1df4a) Binding 1
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2: TypeVoid
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@@ -644,13 +644,13 @@ Shader version: 500
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155: 6(float) Constant 0
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156: 7(fvec4) ConstantComposite 155 155 155 155
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161: TypePointer Output 7(fvec4)
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162(@entryPointOutput_Pos): 161(ptr) Variable Output
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162(@entryPointOutput.Pos): 161(ptr) Variable Output
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165(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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163:8(VS_OUTPUT) FunctionCall 10(@main()
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164: 7(fvec4) CompositeExtract 163 0
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Store 162(@entryPointOutput_Pos) 164
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Store 162(@entryPointOutput.Pos) 164
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Return
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FunctionEnd
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10(@main():8(VS_OUTPUT) Function None 9
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