HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
parent
3322dd8f99
commit
e516d4335f
138 changed files with 2276 additions and 2278 deletions
|
|
@ -1112,13 +1112,13 @@ gl_FragCoord origin is upper left
|
|||
0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
|
||||
0:46 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 Constant:
|
||||
0:46 0 (const int)
|
||||
0:46 move second child to first child ( temp float)
|
||||
0:? '@entryPointOutput_Depth' ( out float FragDepth)
|
||||
0:? '@entryPointOutput.Depth' ( out float FragDepth)
|
||||
0:46 Depth: direct index for structure ( temp float)
|
||||
0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 Constant:
|
||||
|
|
@ -1152,8 +1152,8 @@ gl_FragCoord origin is upper left
|
|||
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||
0:? '@entryPointOutput_Depth' ( out float FragDepth)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? '@entryPointOutput.Depth' ( out float FragDepth)
|
||||
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
|
||||
|
||||
|
||||
Linked fragment stage:
|
||||
|
|
@ -2272,13 +2272,13 @@ gl_FragCoord origin is upper left
|
|||
0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 move second child to first child ( temp 4-component vector of float)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
|
||||
0:46 Color: direct index for structure ( temp 4-component vector of float)
|
||||
0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 Constant:
|
||||
0:46 0 (const int)
|
||||
0:46 move second child to first child ( temp float)
|
||||
0:? '@entryPointOutput_Depth' ( out float FragDepth)
|
||||
0:? '@entryPointOutput.Depth' ( out float FragDepth)
|
||||
0:46 Depth: direct index for structure ( temp float)
|
||||
0:46 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
|
||||
0:46 Constant:
|
||||
|
|
@ -2312,8 +2312,8 @@ gl_FragCoord origin is upper left
|
|||
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
|
||||
0:? 'g_tTex2dmsi4a' ( uniform itexture2DMSArray)
|
||||
0:? 'g_tTex2dmsu4a' ( uniform utexture2DMSArray)
|
||||
0:? '@entryPointOutput_Depth' ( out float FragDepth)
|
||||
0:? 'Color' (layout( location=0) out 4-component vector of float)
|
||||
0:? '@entryPointOutput.Depth' ( out float FragDepth)
|
||||
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
|
||||
|
||||
// Module Version 10000
|
||||
// Generated by (magic number): 80001
|
||||
|
|
@ -2417,8 +2417,8 @@ gl_FragCoord origin is upper left
|
|||
Name 514 "g_tTex2dmsu4a"
|
||||
Name 526 "psout"
|
||||
Name 537 "flattenTemp"
|
||||
Name 540 "Color"
|
||||
Name 544 "@entryPointOutput_Depth"
|
||||
Name 540 "@entryPointOutput.Color"
|
||||
Name 544 "@entryPointOutput.Depth"
|
||||
Name 549 "g_sSamp"
|
||||
Decorate 17(g_tTex1df4) DescriptorSet 0
|
||||
Decorate 17(g_tTex1df4) Binding 0
|
||||
|
|
@ -2448,8 +2448,8 @@ gl_FragCoord origin is upper left
|
|||
Decorate 486(g_tTex2dmsf4a) DescriptorSet 0
|
||||
Decorate 500(g_tTex2dmsi4a) DescriptorSet 0
|
||||
Decorate 514(g_tTex2dmsu4a) DescriptorSet 0
|
||||
Decorate 540(Color) Location 0
|
||||
Decorate 544(@entryPointOutput_Depth) BuiltIn FragDepth
|
||||
Decorate 540(@entryPointOutput.Color) Location 0
|
||||
Decorate 544(@entryPointOutput.Depth) BuiltIn FragDepth
|
||||
Decorate 549(g_sSamp) DescriptorSet 0
|
||||
Decorate 549(g_sSamp) Binding 0
|
||||
2: TypeVoid
|
||||
|
|
@ -2558,9 +2558,9 @@ gl_FragCoord origin is upper left
|
|||
531: 19(int) Constant 1
|
||||
532: TypePointer Function 6(float)
|
||||
539: TypePointer Output 7(fvec4)
|
||||
540(Color): 539(ptr) Variable Output
|
||||
540(@entryPointOutput.Color): 539(ptr) Variable Output
|
||||
543: TypePointer Output 6(float)
|
||||
544(@entryPointOutput_Depth): 543(ptr) Variable Output
|
||||
544(@entryPointOutput.Depth): 543(ptr) Variable Output
|
||||
547: TypeSampler
|
||||
548: TypePointer UniformConstant 547
|
||||
549(g_sSamp): 548(ptr) Variable UniformConstant
|
||||
|
|
@ -2571,10 +2571,10 @@ gl_FragCoord origin is upper left
|
|||
Store 537(flattenTemp) 538
|
||||
541: 529(ptr) AccessChain 537(flattenTemp) 20
|
||||
542: 7(fvec4) Load 541
|
||||
Store 540(Color) 542
|
||||
Store 540(@entryPointOutput.Color) 542
|
||||
545: 532(ptr) AccessChain 537(flattenTemp) 531
|
||||
546: 6(float) Load 545
|
||||
Store 544(@entryPointOutput_Depth) 546
|
||||
Store 544(@entryPointOutput.Depth) 546
|
||||
Return
|
||||
FunctionEnd
|
||||
10(@main():8(PS_OUTPUT) Function None 9
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue