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

@ -80,14 +80,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:12 Sequence
0:12 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)
0:12 Color: direct index for structure ( temp 4-component vector of float)
0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@ -174,14 +174,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:12 Sequence
0:12 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)
0:12 Color: direct index for structure ( temp 4-component vector of float)
0:12 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:12 Constant:
0:12 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int ival, uniform 4-component vector of int ival4, uniform float fval, uniform 4-component vector of float fval4})
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
@ -204,14 +204,14 @@ gl_FragCoord origin is upper left
MemberName 14($Global) 3 "fval4"
Name 16 ""
Name 72 "psout"
Name 81 "Color"
Name 81 "@entryPointOutput.Color"
MemberDecorate 14($Global) 0 Offset 0
MemberDecorate 14($Global) 1 Offset 16
MemberDecorate 14($Global) 2 Offset 32
MemberDecorate 14($Global) 3 Offset 48
Decorate 14($Global) Block
Decorate 16 DescriptorSet 0
Decorate 81(Color) Location 0
Decorate 81(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -244,12 +244,12 @@ gl_FragCoord origin is upper left
74: 7(fvec4) ConstantComposite 73 73 73 73
75: TypePointer Function 7(fvec4)
80: TypePointer Output 7(fvec4)
81(Color): 80(ptr) Variable Output
81(@entryPointOutput.Color): 80(ptr) Variable Output
4(main): 2 Function None 3
5: Label
82:8(PS_OUTPUT) FunctionCall 10(@main()
83: 7(fvec4) CompositeExtract 82 0
Store 81(Color) 83
Store 81(@entryPointOutput.Color) 83
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9