HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -168,7 +168,7 @@ 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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@@ -188,7 +188,7 @@ 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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@@ -363,7 +363,7 @@ 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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@@ -383,7 +383,7 @@ 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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@@ -425,7 +425,7 @@ Shader version: 500
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Name 139 "txval42"
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Name 142 "g_tTexcdu4"
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Name 149 "vsout"
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Name 158 "@entryPointOutput_Pos"
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Name 158 "@entryPointOutput.Pos"
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Name 161 "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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@@ -442,7 +442,7 @@ Shader version: 500
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Decorate 124(g_tTexcdf4) DescriptorSet 0
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Decorate 133(g_tTexcdi4) DescriptorSet 0
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Decorate 142(g_tTexcdu4) DescriptorSet 0
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Decorate 158(@entryPointOutput_Pos) BuiltIn Position
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Decorate 158(@entryPointOutput.Pos) BuiltIn Position
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Decorate 161(g_tTex1df4a) DescriptorSet 0
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Decorate 161(g_tTex1df4a) Binding 1
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2: TypeVoid
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@@ -532,13 +532,13 @@ Shader version: 500
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151: 6(float) Constant 0
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152: 7(fvec4) ConstantComposite 151 151 151 151
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157: TypePointer Output 7(fvec4)
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158(@entryPointOutput_Pos): 157(ptr) Variable Output
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158(@entryPointOutput.Pos): 157(ptr) Variable Output
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161(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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159:8(VS_OUTPUT) FunctionCall 10(@main()
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160: 7(fvec4) CompositeExtract 159 0
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Store 158(@entryPointOutput_Pos) 160
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Store 158(@entryPointOutput.Pos) 160
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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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