HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -167,13 +167,13 @@ 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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@@ -193,8 +193,8 @@ 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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@@ -368,13 +368,13 @@ 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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@@ -394,8 +394,8 @@ 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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@@ -434,8 +434,8 @@ gl_FragCoord origin is upper left
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Name 121 "g_tTex3du4"
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Name 133 "psout"
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Name 142 "flattenTemp"
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Name 145 "Color"
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Name 149 "@entryPointOutput_Depth"
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Name 145 "@entryPointOutput.Color"
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Name 149 "@entryPointOutput.Depth"
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Name 152 "g_tTex1df4a"
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Name 155 "g_tTexcdf4"
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Name 158 "g_tTexcdi4"
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@@ -452,8 +452,8 @@ gl_FragCoord origin is upper left
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Decorate 97(g_tTex3df4) DescriptorSet 0
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Decorate 110(g_tTex3di4) DescriptorSet 0
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Decorate 121(g_tTex3du4) DescriptorSet 0
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Decorate 145(Color) Location 0
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Decorate 149(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 145(@entryPointOutput.Color) Location 0
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Decorate 149(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 152(g_tTex1df4a) DescriptorSet 0
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Decorate 152(g_tTex1df4a) Binding 1
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Decorate 155(g_tTexcdf4) DescriptorSet 0
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@@ -545,9 +545,9 @@ gl_FragCoord origin is upper left
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135: 7(fvec4) ConstantComposite 134 134 134 134
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137: TypePointer Function 6(float)
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144: TypePointer Output 7(fvec4)
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145(Color): 144(ptr) Variable Output
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145(@entryPointOutput.Color): 144(ptr) Variable Output
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148: TypePointer Output 6(float)
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149(@entryPointOutput_Depth): 148(ptr) Variable Output
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149(@entryPointOutput.Depth): 148(ptr) Variable Output
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152(g_tTex1df4a): 15(ptr) Variable UniformConstant
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153: TypeImage 6(float) Cube sampled format:Unknown
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154: TypePointer UniformConstant 153
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@@ -565,10 +565,10 @@ gl_FragCoord origin is upper left
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Store 142(flattenTemp) 143
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146: 12(ptr) AccessChain 142(flattenTemp) 65
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147: 7(fvec4) Load 146
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Store 145(Color) 147
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Store 145(@entryPointOutput.Color) 147
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150: 137(ptr) AccessChain 142(flattenTemp) 27
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151: 6(float) Load 150
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Store 149(@entryPointOutput_Depth) 151
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Store 149(@entryPointOutput.Depth) 151
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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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