HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -122,13 +122,13 @@ gl_FragCoord origin is upper left
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 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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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 0 (const int)
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0:20 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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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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@@ -142,8 +142,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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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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@@ -272,13 +272,13 @@ gl_FragCoord origin is upper left
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 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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0:20 Color: direct index for structure ( temp 4-component vector of float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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0:20 0 (const int)
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0:20 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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0:20 Depth: direct index for structure ( temp float)
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0:20 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:20 Constant:
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@@ -292,8 +292,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2df4' ( uniform texture2DArray)
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0:? 'g_tTex2di4' ( uniform itexture2DArray)
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0:? 'g_tTex2du4' ( uniform utexture2DArray)
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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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@@ -326,8 +326,8 @@ gl_FragCoord origin is upper left
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Name 88 "g_tTex2du4"
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Name 99 "psout"
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Name 108 "flattenTemp"
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Name 111 "Color"
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Name 115 "@entryPointOutput_Depth"
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Name 111 "@entryPointOutput.Color"
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Name 115 "@entryPointOutput.Depth"
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Name 118 "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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@@ -338,8 +338,8 @@ gl_FragCoord origin is upper left
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Decorate 64(g_tTex2df4) DescriptorSet 0
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Decorate 77(g_tTex2di4) DescriptorSet 0
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Decorate 88(g_tTex2du4) DescriptorSet 0
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Decorate 111(Color) Location 0
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Decorate 115(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 111(@entryPointOutput.Color) Location 0
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Decorate 115(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 118(g_tTex1df4a) DescriptorSet 0
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Decorate 118(g_tTex1df4a) Binding 1
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2: TypeVoid
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@@ -409,9 +409,9 @@ gl_FragCoord origin is upper left
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101: 7(fvec4) ConstantComposite 100 100 100 100
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103: TypePointer Function 6(float)
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110: TypePointer Output 7(fvec4)
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111(Color): 110(ptr) Variable Output
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111(@entryPointOutput.Color): 110(ptr) Variable Output
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114: TypePointer Output 6(float)
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115(@entryPointOutput_Depth): 114(ptr) Variable Output
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115(@entryPointOutput.Depth): 114(ptr) Variable Output
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118(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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@@ -420,10 +420,10 @@ gl_FragCoord origin is upper left
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Store 108(flattenTemp) 109
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112: 12(ptr) AccessChain 108(flattenTemp) 30
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113: 7(fvec4) Load 112
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Store 111(Color) 113
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Store 111(@entryPointOutput.Color) 113
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116: 103(ptr) AccessChain 108(flattenTemp) 44
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117: 6(float) Load 116
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Store 115(@entryPointOutput_Depth) 117
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Store 115(@entryPointOutput.Depth) 117
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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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