HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -79,7 +79,7 @@ gl_FragCoord origin is upper left
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's_ff1' ( flat in bool Face)
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0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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@@ -117,7 +117,7 @@ gl_FragCoord origin is upper left
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 's_ff1' ( flat in bool Face)
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0:? 's.ff1' ( flat in bool Face)
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0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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@@ -200,7 +200,7 @@ gl_FragCoord origin is upper left
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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0:40 Constant:
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0:40 4 (const int)
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0:? 's_ff1' ( flat in bool Face)
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0:? 's.ff1' ( flat in bool Face)
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0:40 move second child to first child ( temp bool)
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0:40 ff2: direct index for structure ( temp bool)
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0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
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@@ -238,7 +238,7 @@ gl_FragCoord origin is upper left
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0:? 's2' ( global structure{ temp 4-component vector of float i})
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0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
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0:? 'input' (layout( location=0) in 4-component vector of float)
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0:? 's_ff1' ( flat in bool Face)
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0:? 's.ff1' ( flat in bool Face)
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0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
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// Module Version 10000
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@@ -287,7 +287,7 @@ gl_FragCoord origin is upper left
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MemberName 54(IN_S) 5 "ff3"
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MemberName 54(IN_S) 6 "ff4"
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Name 56 "s"
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Name 79 "s_ff1"
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Name 79 "s.ff1"
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Name 94 "@entryPointOutput"
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Name 95 "param"
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Name 97 "param"
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@@ -309,8 +309,8 @@ gl_FragCoord origin is upper left
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MemberDecorate 54(IN_S) 4 Flat
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MemberDecorate 54(IN_S) 5 Flat
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Decorate 56(s) Location 1
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Decorate 79(s_ff1) Flat
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Decorate 79(s_ff1) BuiltIn FrontFacing
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Decorate 79(s.ff1) Flat
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Decorate 79(s.ff1) BuiltIn FrontFacing
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Decorate 94(@entryPointOutput) Location 0
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MemberDecorate 101(myS) 0 Offset 0
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MemberDecorate 101(myS) 1 Offset 4
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@@ -360,7 +360,7 @@ gl_FragCoord origin is upper left
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73: TypePointer Input 10(fvec2)
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76: TypePointer Function 10(fvec2)
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78: 31(int) Constant 4
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79(s_ff1): 61(ptr) Variable Input
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79(s.ff1): 61(ptr) Variable Input
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82: 31(int) Constant 5
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86: 31(int) Constant 6
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93: TypePointer Output 7(fvec4)
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@@ -394,7 +394,7 @@ gl_FragCoord origin is upper left
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75: 10(fvec2) Load 74
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77: 76(ptr) AccessChain 53(s) 72
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Store 77 75
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80: 9(bool) Load 79(s_ff1)
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80: 9(bool) Load 79(s.ff1)
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81: 64(ptr) AccessChain 53(s) 78
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Store 81 80
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83: 61(ptr) AccessChain 56(s) 78
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