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

@@ -203,13 +203,13 @@ gl_FragCoord origin is upper left
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 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)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
@@ -229,8 +229,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
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:
@@ -440,13 +440,13 @@ gl_FragCoord origin is upper left
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 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)
0:28 Color: direct index for structure ( temp 4-component vector of float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
0:28 0 (const int)
0:28 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:28 Depth: direct index for structure ( temp float)
0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:28 Constant:
@@ -466,8 +466,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
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
@@ -506,8 +506,8 @@ gl_FragCoord origin is upper left
Name 125 "g_tTex3du4"
Name 137 "psout"
Name 146 "flattenTemp"
Name 149 "Color"
Name 153 "@entryPointOutput_Depth"
Name 149 "@entryPointOutput.Color"
Name 153 "@entryPointOutput.Depth"
Name 156 "g_tTex1df4a"
Name 159 "g_tTexcdf4"
Name 162 "g_tTexcdi4"
@@ -524,8 +524,8 @@ gl_FragCoord origin is upper left
Decorate 99(g_tTex3df4) DescriptorSet 0
Decorate 114(g_tTex3di4) DescriptorSet 0
Decorate 125(g_tTex3du4) DescriptorSet 0
Decorate 149(Color) Location 0
Decorate 153(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 149(@entryPointOutput.Color) Location 0
Decorate 153(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 156(g_tTex1df4a) DescriptorSet 0
Decorate 156(g_tTex1df4a) Binding 1
Decorate 159(g_tTexcdf4) DescriptorSet 0
@@ -621,9 +621,9 @@ gl_FragCoord origin is upper left
139: 7(fvec4) ConstantComposite 138 138 138 138
141: TypePointer Function 6(float)
148: TypePointer Output 7(fvec4)
149(Color): 148(ptr) Variable Output
149(@entryPointOutput.Color): 148(ptr) Variable Output
152: TypePointer Output 6(float)
153(@entryPointOutput_Depth): 152(ptr) Variable Output
153(@entryPointOutput.Depth): 152(ptr) Variable Output
156(g_tTex1df4a): 15(ptr) Variable UniformConstant
157: TypeImage 6(float) Cube sampled format:Unknown
158: TypePointer UniformConstant 157
@@ -641,10 +641,10 @@ gl_FragCoord origin is upper left
Store 146(flattenTemp) 147
150: 12(ptr) AccessChain 146(flattenTemp) 67
151: 7(fvec4) Load 150
Store 149(Color) 151
Store 149(@entryPointOutput.Color) 151
154: 141(ptr) AccessChain 146(flattenTemp) 28
155: 6(float) Load 154
Store 153(@entryPointOutput_Depth) 155
Store 153(@entryPointOutput.Depth) 155
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9