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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@ -59,13 +59,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@ -76,8 +76,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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@ -143,13 +143,13 @@ gl_FragCoord origin is upper left
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 move second child to first child ( temp 4-component vector of float)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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0:24 Color: direct index for structure ( temp 4-component vector of float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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0:24 0 (const int)
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0:24 move second child to first child ( temp float)
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:24 Depth: direct index for structure ( temp float)
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0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:24 Constant:
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@ -160,8 +160,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexbi4' (layout( rgba32i) uniform itextureBuffer)
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0:? 'g_tTexbu4' (layout( rgba32ui) uniform utextureBuffer)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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0:? '@entryPointOutput_Depth' ( out float FragDepth)
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0:? 'Color' (layout( location=0) out 4-component vector of float)
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0:? '@entryPointOutput.Depth' ( out float FragDepth)
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0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
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// Module Version 10000
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// Generated by (magic number): 80001
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@ -197,8 +197,8 @@ gl_FragCoord origin is upper left
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Name 45 "g_tTexbu4"
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Name 51 "psout"
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Name 61 "flattenTemp"
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Name 64 "Color"
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Name 68 "@entryPointOutput_Depth"
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Name 64 "@entryPointOutput.Color"
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Name 68 "@entryPointOutput.Depth"
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Name 71 "g_tTexbf4_test"
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Decorate 16(g_tTexbf4) DescriptorSet 0
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MemberDecorate 22($Global) 0 Offset 0
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@ -213,8 +213,8 @@ gl_FragCoord origin is upper left
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Decorate 24 DescriptorSet 0
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Decorate 34(g_tTexbi4) DescriptorSet 0
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Decorate 45(g_tTexbu4) DescriptorSet 0
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Decorate 64(Color) Location 0
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Decorate 68(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 64(@entryPointOutput.Color) Location 0
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Decorate 68(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 71(g_tTexbf4_test) DescriptorSet 0
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Decorate 71(g_tTexbf4_test) Binding 0
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2: TypeVoid
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@ -252,9 +252,9 @@ gl_FragCoord origin is upper left
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55: 18(int) Constant 1
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56: TypePointer Function 6(float)
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63: TypePointer Output 7(fvec4)
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64(Color): 63(ptr) Variable Output
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64(@entryPointOutput.Color): 63(ptr) Variable Output
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67: TypePointer Output 6(float)
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68(@entryPointOutput_Depth): 67(ptr) Variable Output
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68(@entryPointOutput.Depth): 67(ptr) Variable Output
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71(g_tTexbf4_test): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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5: Label
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@ -263,10 +263,10 @@ gl_FragCoord origin is upper left
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Store 61(flattenTemp) 62
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65: 12(ptr) AccessChain 61(flattenTemp) 25
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66: 7(fvec4) Load 65
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Store 64(Color) 66
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Store 64(@entryPointOutput.Color) 66
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69: 56(ptr) AccessChain 61(flattenTemp) 55
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70: 6(float) Load 69
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Store 68(@entryPointOutput_Depth) 70
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Store 68(@entryPointOutput.Depth) 70
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Return
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FunctionEnd
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10(@main():8(PS_OUTPUT) Function None 9
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