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

@ -239,13 +239,13 @@ gl_FragCoord origin is upper left
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 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)
0:48 Color: direct index for structure ( temp 4-component vector of float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
0:48 0 (const int)
0:48 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:48 Depth: direct index for structure ( temp float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
@ -274,8 +274,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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})
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:
@ -521,13 +521,13 @@ gl_FragCoord origin is upper left
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 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)
0:48 Color: direct index for structure ( temp 4-component vector of float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
0:48 0 (const int)
0:48 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:48 Depth: direct index for structure ( temp float)
0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:48 Constant:
@ -556,8 +556,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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})
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
@ -598,8 +598,8 @@ gl_FragCoord origin is upper left
Name 130 "g_tTex3du4"
Name 141 "psout"
Name 152 "flattenTemp"
Name 155 "Color"
Name 159 "@entryPointOutput_Depth"
Name 155 "@entryPointOutput.Color"
Name 159 "@entryPointOutput.Depth"
Name 164 "g_sSamp"
Name 167 "g_tTexcdf4"
Name 170 "g_tTexcdi4"
@ -633,8 +633,8 @@ gl_FragCoord origin is upper left
Decorate 102(g_tTex3df4) DescriptorSet 0
Decorate 118(g_tTex3di4) DescriptorSet 0
Decorate 130(g_tTex3du4) DescriptorSet 0
Decorate 155(Color) Location 0
Decorate 159(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 155(@entryPointOutput.Color) Location 0
Decorate 159(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 164(g_sSamp) DescriptorSet 0
Decorate 164(g_sSamp) Binding 0
Decorate 167(g_tTexcdf4) DescriptorSet 0
@ -712,9 +712,9 @@ gl_FragCoord origin is upper left
145: TypePointer Function 7(fvec4)
147: TypePointer Function 6(float)
154: TypePointer Output 7(fvec4)
155(Color): 154(ptr) Variable Output
155(@entryPointOutput.Color): 154(ptr) Variable Output
158: TypePointer Output 6(float)
159(@entryPointOutput_Depth): 158(ptr) Variable Output
159(@entryPointOutput.Depth): 158(ptr) Variable Output
162: TypeSampler
163: TypePointer UniformConstant 162
164(g_sSamp): 163(ptr) Variable UniformConstant
@ -761,10 +761,10 @@ gl_FragCoord origin is upper left
Store 152(flattenTemp) 153
156: 145(ptr) AccessChain 152(flattenTemp) 142
157: 7(fvec4) Load 156
Store 155(Color) 157
Store 155(@entryPointOutput.Color) 157
160: 147(ptr) AccessChain 152(flattenTemp) 23
161: 6(float) Load 160
Store 159(@entryPointOutput_Depth) 161
Store 159(@entryPointOutput.Depth) 161
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9