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

@@ -149,13 +149,13 @@ gl_FragCoord origin is upper left
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 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)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
@@ -172,8 +172,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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:
@@ -329,13 +329,13 @@ gl_FragCoord origin is upper left
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 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)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
@@ -352,8 +352,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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
@@ -393,8 +393,8 @@ gl_FragCoord origin is upper left
Name 115 "g_tTexcdu4a"
Name 126 "psout"
Name 136 "flattenTemp"
Name 139 "Color"
Name 143 "@entryPointOutput_Depth"
Name 139 "@entryPointOutput.Color"
Name 143 "@entryPointOutput.Depth"
Name 146 "g_tTex1df4"
Decorate 16(g_tTex1df4a) DescriptorSet 0
Decorate 16(g_tTex1df4a) Binding 1
@@ -408,8 +408,8 @@ gl_FragCoord origin is upper left
Decorate 95(g_tTexcdf4a) DescriptorSet 0
Decorate 105(g_tTexcdi4a) DescriptorSet 0
Decorate 115(g_tTexcdu4a) DescriptorSet 0
Decorate 139(Color) Location 0
Decorate 143(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 139(@entryPointOutput.Color) Location 0
Decorate 143(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 146(g_tTex1df4) DescriptorSet 0
Decorate 146(g_tTex1df4) Binding 0
2: TypeVoid
@@ -492,9 +492,9 @@ gl_FragCoord origin is upper left
130: 30(int) Constant 1
131: TypePointer Function 6(float)
138: TypePointer Output 7(fvec4)
139(Color): 138(ptr) Variable Output
139(@entryPointOutput.Color): 138(ptr) Variable Output
142: TypePointer Output 6(float)
143(@entryPointOutput_Depth): 142(ptr) Variable Output
143(@entryPointOutput.Depth): 142(ptr) Variable Output
146(g_tTex1df4): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
@@ -503,10 +503,10 @@ gl_FragCoord origin is upper left
Store 136(flattenTemp) 137
140: 12(ptr) AccessChain 136(flattenTemp) 127
141: 7(fvec4) Load 140
Store 139(Color) 141
Store 139(@entryPointOutput.Color) 141
144: 131(ptr) AccessChain 136(flattenTemp) 130
145: 6(float) Load 144
Store 143(@entryPointOutput_Depth) 145
Store 143(@entryPointOutput.Depth) 145
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9