HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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3322dd8f99
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138 changed files with 2276 additions and 2278 deletions
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@ -84,7 +84,7 @@ Shader version: 500
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:28 Pos: direct index for structure ( temp 4-component vector of float)
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:28 Constant:
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@ -105,7 +105,7 @@ Shader version: 500
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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_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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Linked vertex stage:
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@ -196,7 +196,7 @@ Shader version: 500
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0:? Sequence
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0:28 Sequence
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0:28 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:28 Pos: direct index for structure ( temp 4-component vector of float)
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:28 Constant:
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@ -217,7 +217,7 @@ Shader version: 500
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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_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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// Module Version 10000
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// Generated by (magic number): 80001
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@ -247,7 +247,7 @@ Shader version: 500
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Name 81 "txval42"
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Name 84 "g_tTexcdu4"
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Name 95 "vsout"
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Name 103 "@entryPointOutput_Pos"
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Name 103 "@entryPointOutput.Pos"
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Name 106 "g_sSamp2d"
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Name 109 "g_tTex1df4a"
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Name 110 "g_tTex1df4"
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@ -264,7 +264,7 @@ Shader version: 500
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Decorate 63(g_tTexcdf4) DescriptorSet 0
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Decorate 74(g_tTexcdi4) DescriptorSet 0
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Decorate 84(g_tTexcdu4) DescriptorSet 0
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Decorate 103(@entryPointOutput_Pos) BuiltIn Position
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Decorate 103(@entryPointOutput.Pos) BuiltIn Position
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Decorate 106(g_sSamp2d) DescriptorSet 0
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Decorate 109(g_tTex1df4a) DescriptorSet 0
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Decorate 109(g_tTex1df4a) Binding 1
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@ -337,7 +337,7 @@ Shader version: 500
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96: 6(float) Constant 0
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97: 7(fvec4) ConstantComposite 96 96 96 96
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102: TypePointer Output 7(fvec4)
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103(@entryPointOutput_Pos): 102(ptr) Variable Output
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103(@entryPointOutput.Pos): 102(ptr) Variable Output
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106(g_sSamp2d): 19(ptr) Variable UniformConstant
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107: TypeImage 6(float) 1D sampled format:Unknown
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108: TypePointer UniformConstant 107
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@ -362,7 +362,7 @@ Shader version: 500
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5: Label
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104:8(VS_OUTPUT) FunctionCall 10(@main()
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105: 7(fvec4) CompositeExtract 104 0
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Store 103(@entryPointOutput_Pos) 105
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Store 103(@entryPointOutput.Pos) 105
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Return
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FunctionEnd
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10(@main():8(VS_OUTPUT) Function None 9
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