HLSL: Move debug naming to a simpler, more consistent, scheme.

This will help in expanding flattening and reducing splitting.
This commit is contained in:
John Kessenich 2017-08-09 14:29:29 -06:00
parent 3322dd8f99
commit e516d4335f
138 changed files with 2276 additions and 2278 deletions

View file

@ -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