HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -22,7 +22,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:16 Sequence
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0:16 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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0:16 Color: direct index for structure ( temp 4-component vector of float)
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0:16 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:16 Constant:
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@@ -30,7 +30,7 @@ gl_FragCoord origin is upper left
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0:? Linker Objects
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0:? 'TestTexture' ( uniform texture2D)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
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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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Linked fragment stage:
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@@ -59,7 +59,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:16 Sequence
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0:16 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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0:16 Color: direct index for structure ( temp 4-component vector of float)
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0:16 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:16 Constant:
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@@ -67,7 +67,7 @@ gl_FragCoord origin is upper left
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0:? Linker Objects
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0:? 'TestTexture' ( uniform texture2D)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-component vector of float TestUF})
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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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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -84,12 +84,12 @@ gl_FragCoord origin is upper left
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MemberName 8(PS_OUTPUT) 0 "Color"
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Name 10 "@main("
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Name 13 "psout"
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Name 25 "Color"
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Name 25 "@entryPointOutput.Color"
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Name 30 "TestTexture"
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Name 31 "$Global"
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MemberName 31($Global) 0 "TestUF"
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Name 33 ""
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Decorate 25(Color) Location 0
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Decorate 25(@entryPointOutput.Color) Location 0
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Decorate 30(TestTexture) DescriptorSet 0
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MemberDecorate 31($Global) 0 Offset 0
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Decorate 31($Global) Block
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@@ -108,7 +108,7 @@ gl_FragCoord origin is upper left
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18: 7(fvec4) ConstantComposite 16 16 16 17
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19: TypePointer Function 7(fvec4)
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24: TypePointer Output 7(fvec4)
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25(Color): 24(ptr) Variable Output
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25(@entryPointOutput.Color): 24(ptr) Variable Output
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28: TypeImage 6(float) 2D sampled format:Unknown
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29: TypePointer UniformConstant 28
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30(TestTexture): 29(ptr) Variable UniformConstant
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@@ -119,7 +119,7 @@ gl_FragCoord origin is upper left
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5: Label
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26:8(PS_OUTPUT) FunctionCall 10(@main()
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27: 7(fvec4) CompositeExtract 26 0
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Store 25(Color) 27
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Store 25(@entryPointOutput.Color) 27
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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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