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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@ -45,7 +45,7 @@ Shader version: 500
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0:? Sequence
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0:11 Sequence
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0:11 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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0:11 Pos: direct index for structure ( temp 4-component vector of float)
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:11 Constant:
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@ -53,7 +53,7 @@ Shader version: 500
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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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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@ -105,7 +105,7 @@ Shader version: 500
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0:? Sequence
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0:11 Sequence
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0:11 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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0:11 Pos: direct index for structure ( temp 4-component vector of float)
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0:11 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
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0:11 Constant:
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@ -113,7 +113,7 @@ Shader version: 500
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0:? Linker Objects
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0:? 'g_sSamp' (layout( binding=0) uniform sampler)
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0:? 'g_tTex1df4' (layout( binding=0) uniform texture1D)
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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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@ -136,11 +136,11 @@ Shader version: 500
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Name 24 "sizeQueryTemp"
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Name 29 "NumberOfLevelsU"
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Name 33 "vsout"
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Name 42 "@entryPointOutput_Pos"
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Name 42 "@entryPointOutput.Pos"
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Name 47 "g_sSamp"
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Decorate 17(g_tTex1df4) DescriptorSet 0
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Decorate 17(g_tTex1df4) Binding 0
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Decorate 42(@entryPointOutput_Pos) BuiltIn Position
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Decorate 42(@entryPointOutput.Pos) BuiltIn Position
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Decorate 47(g_sSamp) DescriptorSet 0
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Decorate 47(g_sSamp) Binding 0
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2: TypeVoid
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@ -162,7 +162,7 @@ Shader version: 500
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35: 7(fvec4) ConstantComposite 34 34 34 34
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36: TypePointer Function 7(fvec4)
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41: TypePointer Output 7(fvec4)
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42(@entryPointOutput_Pos): 41(ptr) Variable Output
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42(@entryPointOutput.Pos): 41(ptr) Variable Output
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45: TypeSampler
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46: TypePointer UniformConstant 45
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47(g_sSamp): 46(ptr) Variable UniformConstant
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@ -170,7 +170,7 @@ Shader version: 500
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5: Label
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43:8(VS_OUTPUT) FunctionCall 10(@main()
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44: 7(fvec4) CompositeExtract 43 0
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Store 42(@entryPointOutput_Pos) 44
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Store 42(@entryPointOutput.Pos) 44
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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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