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

@@ -122,13 +122,13 @@ gl_FragCoord origin is upper left
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 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)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
@@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
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:
@@ -272,13 +272,13 @@ gl_FragCoord origin is upper left
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 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)
0:20 Color: direct index for structure ( temp 4-component vector of float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
0:20 0 (const int)
0:20 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:20 Depth: direct index for structure ( temp float)
0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:20 Constant:
@@ -292,8 +292,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTex2df4' ( uniform texture2DArray)
0:? 'g_tTex2di4' ( uniform itexture2DArray)
0:? 'g_tTex2du4' ( uniform utexture2DArray)
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
@@ -326,8 +326,8 @@ gl_FragCoord origin is upper left
Name 88 "g_tTex2du4"
Name 99 "psout"
Name 108 "flattenTemp"
Name 111 "Color"
Name 115 "@entryPointOutput_Depth"
Name 111 "@entryPointOutput.Color"
Name 115 "@entryPointOutput.Depth"
Name 118 "g_tTex1df4a"
Decorate 16(g_tTex1df4) DescriptorSet 0
Decorate 16(g_tTex1df4) Binding 0
@@ -338,8 +338,8 @@ gl_FragCoord origin is upper left
Decorate 64(g_tTex2df4) DescriptorSet 0
Decorate 77(g_tTex2di4) DescriptorSet 0
Decorate 88(g_tTex2du4) DescriptorSet 0
Decorate 111(Color) Location 0
Decorate 115(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 111(@entryPointOutput.Color) Location 0
Decorate 115(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 118(g_tTex1df4a) DescriptorSet 0
Decorate 118(g_tTex1df4a) Binding 1
2: TypeVoid
@@ -409,9 +409,9 @@ gl_FragCoord origin is upper left
101: 7(fvec4) ConstantComposite 100 100 100 100
103: TypePointer Function 6(float)
110: TypePointer Output 7(fvec4)
111(Color): 110(ptr) Variable Output
111(@entryPointOutput.Color): 110(ptr) Variable Output
114: TypePointer Output 6(float)
115(@entryPointOutput_Depth): 114(ptr) Variable Output
115(@entryPointOutput.Depth): 114(ptr) Variable Output
118(g_tTex1df4a): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
@@ -420,10 +420,10 @@ gl_FragCoord origin is upper left
Store 108(flattenTemp) 109
112: 12(ptr) AccessChain 108(flattenTemp) 30
113: 7(fvec4) Load 112
Store 111(Color) 113
Store 111(@entryPointOutput.Color) 113
116: 103(ptr) AccessChain 108(flattenTemp) 44
117: 6(float) Load 116
Store 115(@entryPointOutput_Depth) 117
Store 115(@entryPointOutput.Depth) 117
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9