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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@ -344,13 +344,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@ -368,8 +368,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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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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@ -720,13 +720,13 @@ gl_FragCoord origin is upper left
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 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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0:28 Color: direct index for structure ( temp 4-component vector of float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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0:28 0 (const int)
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0:28 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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0:28 Depth: direct index for structure ( temp float)
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0:28 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:28 Constant:
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@ -744,8 +744,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform float c1, uniform 2-component vector of float c2, uniform 3-component vector of float c3, uniform 4-component vector of float c4})
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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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@ -803,8 +803,8 @@ gl_FragCoord origin is upper left
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Name 218 "txval72"
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Name 226 "psout"
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Name 235 "flattenTemp"
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Name 238 "Color"
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Name 242 "@entryPointOutput_Depth"
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Name 238 "@entryPointOutput.Color"
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Name 242 "@entryPointOutput.Depth"
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Name 245 "g_sSamp2d"
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Name 248 "g_tTex1df4a"
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Name 251 "g_tTex1di4a"
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@ -823,8 +823,8 @@ gl_FragCoord origin is upper left
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Decorate 131(g_tTexcdf4a) DescriptorSet 0
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Decorate 143(g_tTexcdi4a) DescriptorSet 0
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Decorate 154(g_tTexcdu4a) DescriptorSet 0
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Decorate 238(Color) Location 0
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Decorate 242(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 238(@entryPointOutput.Color) Location 0
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Decorate 242(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 245(g_sSamp2d) DescriptorSet 0
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Decorate 248(g_tTex1df4a) DescriptorSet 0
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Decorate 248(g_tTex1df4a) Binding 0
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@ -886,9 +886,9 @@ gl_FragCoord origin is upper left
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228: 7(fvec4) ConstantComposite 227 227 227 227
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230: TypePointer Function 6(float)
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237: TypePointer Output 7(fvec4)
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238(Color): 237(ptr) Variable Output
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238(@entryPointOutput.Color): 237(ptr) Variable Output
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241: TypePointer Output 6(float)
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242(@entryPointOutput_Depth): 241(ptr) Variable Output
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242(@entryPointOutput.Depth): 241(ptr) Variable Output
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245(g_sSamp2d): 19(ptr) Variable UniformConstant
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246: TypeImage 6(float) 1D array sampled format:Unknown
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247: TypePointer UniformConstant 246
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@ -906,10 +906,10 @@ gl_FragCoord origin is upper left
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Store 235(flattenTemp) 236
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239: 12(ptr) AccessChain 235(flattenTemp) 34
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240: 7(fvec4) Load 239
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Store 238(Color) 240
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Store 238(@entryPointOutput.Color) 240
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243: 230(ptr) AccessChain 235(flattenTemp) 69
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244: 6(float) Load 243
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Store 242(@entryPointOutput_Depth) 244
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Store 242(@entryPointOutput.Depth) 244
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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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