HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -203,13 +203,13 @@ 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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@@ -229,8 +229,8 @@ 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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@@ -440,13 +440,13 @@ 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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@@ -466,8 +466,8 @@ 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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@@ -506,8 +506,8 @@ gl_FragCoord origin is upper left
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Name 125 "g_tTex3du4"
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Name 137 "psout"
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Name 146 "flattenTemp"
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Name 149 "Color"
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Name 153 "@entryPointOutput_Depth"
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Name 149 "@entryPointOutput.Color"
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Name 153 "@entryPointOutput.Depth"
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Name 156 "g_tTex1df4a"
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Name 159 "g_tTexcdf4"
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Name 162 "g_tTexcdi4"
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@@ -524,8 +524,8 @@ gl_FragCoord origin is upper left
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Decorate 99(g_tTex3df4) DescriptorSet 0
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Decorate 114(g_tTex3di4) DescriptorSet 0
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Decorate 125(g_tTex3du4) DescriptorSet 0
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Decorate 149(Color) Location 0
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Decorate 153(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 149(@entryPointOutput.Color) Location 0
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Decorate 153(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 156(g_tTex1df4a) DescriptorSet 0
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Decorate 156(g_tTex1df4a) Binding 1
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Decorate 159(g_tTexcdf4) DescriptorSet 0
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@@ -621,9 +621,9 @@ gl_FragCoord origin is upper left
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139: 7(fvec4) ConstantComposite 138 138 138 138
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141: TypePointer Function 6(float)
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148: TypePointer Output 7(fvec4)
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149(Color): 148(ptr) Variable Output
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149(@entryPointOutput.Color): 148(ptr) Variable Output
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152: TypePointer Output 6(float)
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153(@entryPointOutput_Depth): 152(ptr) Variable Output
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153(@entryPointOutput.Depth): 152(ptr) Variable Output
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156(g_tTex1df4a): 15(ptr) Variable UniformConstant
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157: TypeImage 6(float) Cube sampled format:Unknown
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158: TypePointer UniformConstant 157
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@@ -641,10 +641,10 @@ gl_FragCoord origin is upper left
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Store 146(flattenTemp) 147
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150: 12(ptr) AccessChain 146(flattenTemp) 67
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151: 7(fvec4) Load 150
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Store 149(Color) 151
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Store 149(@entryPointOutput.Color) 151
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154: 141(ptr) AccessChain 146(flattenTemp) 28
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155: 6(float) Load 154
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Store 153(@entryPointOutput_Depth) 155
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Store 153(@entryPointOutput.Depth) 155
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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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