HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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138 changed files with 2276 additions and 2278 deletions
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@ -239,13 +239,13 @@ gl_FragCoord origin is upper left
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 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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0:48 Color: direct index for structure ( temp 4-component vector of float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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0:48 0 (const int)
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0:48 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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0:48 Depth: direct index for structure ( temp float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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@ -274,8 +274,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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@ -521,13 +521,13 @@ gl_FragCoord origin is upper left
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 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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0:48 Color: direct index for structure ( temp 4-component vector of float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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0:48 0 (const int)
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0:48 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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0:48 Depth: direct index for structure ( temp float)
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0:48 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:48 Constant:
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@ -556,8 +556,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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@ -598,8 +598,8 @@ gl_FragCoord origin is upper left
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Name 130 "g_tTex3du4"
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Name 141 "psout"
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Name 152 "flattenTemp"
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Name 155 "Color"
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Name 159 "@entryPointOutput_Depth"
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Name 155 "@entryPointOutput.Color"
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Name 159 "@entryPointOutput.Depth"
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Name 164 "g_sSamp"
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Name 167 "g_tTexcdf4"
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Name 170 "g_tTexcdi4"
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@ -633,8 +633,8 @@ gl_FragCoord origin is upper left
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Decorate 102(g_tTex3df4) DescriptorSet 0
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Decorate 118(g_tTex3di4) DescriptorSet 0
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Decorate 130(g_tTex3du4) DescriptorSet 0
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Decorate 155(Color) Location 0
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Decorate 159(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 155(@entryPointOutput.Color) Location 0
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Decorate 159(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 164(g_sSamp) DescriptorSet 0
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Decorate 164(g_sSamp) Binding 0
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Decorate 167(g_tTexcdf4) DescriptorSet 0
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@ -712,9 +712,9 @@ gl_FragCoord origin is upper left
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145: TypePointer Function 7(fvec4)
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147: TypePointer Function 6(float)
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154: TypePointer Output 7(fvec4)
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155(Color): 154(ptr) Variable Output
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155(@entryPointOutput.Color): 154(ptr) Variable Output
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158: TypePointer Output 6(float)
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159(@entryPointOutput_Depth): 158(ptr) Variable Output
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159(@entryPointOutput.Depth): 158(ptr) Variable Output
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162: TypeSampler
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163: TypePointer UniformConstant 162
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164(g_sSamp): 163(ptr) Variable UniformConstant
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@ -761,10 +761,10 @@ gl_FragCoord origin is upper left
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Store 152(flattenTemp) 153
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156: 145(ptr) AccessChain 152(flattenTemp) 142
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157: 7(fvec4) Load 156
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Store 155(Color) 157
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Store 155(@entryPointOutput.Color) 157
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160: 147(ptr) AccessChain 152(flattenTemp) 23
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161: 6(float) Load 160
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Store 159(@entryPointOutput_Depth) 161
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Store 159(@entryPointOutput.Depth) 161
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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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