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

@ -267,13 +267,13 @@ gl_FragCoord origin is upper left
0:13 Function Call: @main(i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:? 'sample' ( temp int)
0:13 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)
0:13 Color: direct index for structure ( temp 4-component vector of float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:13 Depth: direct index for structure ( temp float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
@ -282,8 +282,8 @@ gl_FragCoord origin is upper left
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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)
0:? 'sample' (layout( location=0) flat in int)
@ -558,13 +558,13 @@ gl_FragCoord origin is upper left
0:13 Function Call: @main(i1; ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:? 'sample' ( temp int)
0:13 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)
0:13 Color: direct index for structure ( temp 4-component vector of float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
0:13 0 (const int)
0:13 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:13 Depth: direct index for structure ( temp float)
0:13 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:13 Constant:
@ -573,8 +573,8 @@ gl_FragCoord origin is upper left
0:? 'g_sSamp' (layout( binding=0) uniform sampler)
0:? 'g_tTex2dmsf4' ( uniform texture2DMS)
0:? 'g_tTex2dmsf4a' ( uniform texture2DMSArray)
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)
0:? 'sample' (layout( location=0) flat in int)
// Module Version 10000
@ -614,15 +614,15 @@ gl_FragCoord origin is upper left
Name 204 "sample"
Name 206 "flattenTemp"
Name 207 "param"
Name 211 "Color"
Name 215 "@entryPointOutput_Depth"
Name 211 "@entryPointOutput.Color"
Name 215 "@entryPointOutput.Depth"
Name 220 "g_sSamp"
Decorate 23(g_tTex2dmsf4) DescriptorSet 0
Decorate 142(g_tTex2dmsf4a) DescriptorSet 0
Decorate 204(sample) Flat
Decorate 204(sample) Location 0
Decorate 211(Color) Location 0
Decorate 215(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 211(@entryPointOutput.Color) Location 0
Decorate 215(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 220(g_sSamp) DescriptorSet 0
Decorate 220(g_sSamp) Binding 0
2: TypeVoid
@ -721,9 +721,9 @@ gl_FragCoord origin is upper left
203: TypePointer Input 6(int)
204(sample): 203(ptr) Variable Input
210: TypePointer Output 9(fvec4)
211(Color): 210(ptr) Variable Output
211(@entryPointOutput.Color): 210(ptr) Variable Output
214: TypePointer Output 8(float)
215(@entryPointOutput_Depth): 214(ptr) Variable Output
215(@entryPointOutput.Depth): 214(ptr) Variable Output
218: TypeSampler
219: TypePointer UniformConstant 218
220(g_sSamp): 219(ptr) Variable UniformConstant
@ -740,10 +740,10 @@ gl_FragCoord origin is upper left
Store 206(flattenTemp) 209
212: 194(ptr) AccessChain 206(flattenTemp) 191
213: 9(fvec4) Load 212
Store 211(Color) 213
Store 211(@entryPointOutput.Color) 213
216: 197(ptr) AccessChain 206(flattenTemp) 196
217: 8(float) Load 216
Store 215(@entryPointOutput_Depth) 217
Store 215(@entryPointOutput.Depth) 217
Return
FunctionEnd
13(@main(i1;):10(PS_OUTPUT) Function None 11