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

@ -80,13 +80,13 @@ gl_FragCoord origin is upper left
0:? 'inpos' ( temp 4-component vector of float)
0:? 'sampleMask' ( temp int)
0:16 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)
0:16 Color: direct index for structure ( temp 4-component vector of float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
0:16 0 (const int)
0:16 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:16 Depth: direct index for structure ( temp float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
@ -95,8 +95,8 @@ gl_FragCoord origin is upper left
0:? 'sampleMask' ( out int SampleMaskIn)
0:? 'sampleMask' ( temp int)
0:? Linker Objects
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:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:? 'sampleMask' ( out int SampleMaskIn)
@ -185,13 +185,13 @@ gl_FragCoord origin is upper left
0:? 'inpos' ( temp 4-component vector of float)
0:? 'sampleMask' ( temp int)
0:16 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)
0:16 Color: direct index for structure ( temp 4-component vector of float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
0:16 0 (const int)
0:16 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:16 Depth: direct index for structure ( temp float)
0:16 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:16 Constant:
@ -200,8 +200,8 @@ gl_FragCoord origin is upper left
0:? 'sampleMask' ( out int SampleMaskIn)
0:? 'sampleMask' ( temp int)
0:? Linker Objects
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:? 'inpos' ( noperspective in 4-component vector of float FragCoord)
0:? 'sampleMask' ( out int SampleMaskIn)
@ -242,13 +242,13 @@ gl_FragCoord origin is upper left
Name 71 "sampleMask"
Name 72 "param"
Name 74 "param"
Name 78 "Color"
Name 82 "@entryPointOutput_Depth"
Name 78 "@entryPointOutput.Color"
Name 82 "@entryPointOutput.Depth"
Name 86 "sampleMask"
Decorate 68(inpos) NoPerspective
Decorate 68(inpos) BuiltIn FragCoord
Decorate 78(Color) Location 0
Decorate 82(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 78(@entryPointOutput.Color) Location 0
Decorate 82(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 86(sampleMask) BuiltIn SampleMask
2: TypeVoid
3: TypeFunction 2
@ -273,9 +273,9 @@ gl_FragCoord origin is upper left
67: TypePointer Input 15(fvec4)
68(inpos): 67(ptr) Variable Input
77: TypePointer Output 15(fvec4)
78(Color): 77(ptr) Variable Output
78(@entryPointOutput.Color): 77(ptr) Variable Output
81: TypePointer Output 6(float)
82(@entryPointOutput_Depth): 81(ptr) Variable Output
82(@entryPointOutput.Depth): 81(ptr) Variable Output
85: TypePointer Output 17(int)
86(sampleMask): 85(ptr) Variable Output
4(main): 2 Function None 3
@ -295,10 +295,10 @@ gl_FragCoord origin is upper left
Store 70(flattenTemp) 75
79: 16(ptr) AccessChain 70(flattenTemp) 53
80: 15(fvec4) Load 79
Store 78(Color) 80
Store 78(@entryPointOutput.Color) 80
83: 7(ptr) AccessChain 70(flattenTemp) 59
84: 6(float) Load 83
Store 82(@entryPointOutput_Depth) 84
Store 82(@entryPointOutput.Depth) 84
87: 17(int) Load 71(sampleMask)
Store 86(sampleMask) 87
Return