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

@ -779,14 +779,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:52 Sequence
0:52 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)
0:52 Color: direct index for structure ( temp 4-component vector of float)
0:52 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:52 Constant:
0:52 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds})
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:
@ -1572,14 +1572,14 @@ gl_FragCoord origin is upper left
0:? Sequence
0:52 Sequence
0:52 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)
0:52 Color: direct index for structure ( temp 4-component vector of float)
0:52 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
0:52 Constant:
0:52 0 (const int)
0:? Linker Objects
0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 3-component vector of int i3, uniform 3-component vector of bool b3, uniform 3-component vector of float f3, uniform 3-component vector of uint u3, uniform 3-component vector of double d3, uniform int is, uniform bool bs, uniform float fs, uniform uint us, uniform double ds})
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
@ -1682,7 +1682,7 @@ gl_FragCoord origin is upper left
Name 576 "c2"
Name 578 "outval"
Name 586 "psout"
Name 593 "Color"
Name 593 "@entryPointOutput.Color"
MemberDecorate 111($Global) 0 Offset 0
MemberDecorate 111($Global) 1 Offset 16
MemberDecorate 111($Global) 2 Offset 32
@ -1695,7 +1695,7 @@ gl_FragCoord origin is upper left
MemberDecorate 111($Global) 9 Offset 104
Decorate 111($Global) Block
Decorate 113 DescriptorSet 0
Decorate 593(Color) Location 0
Decorate 593(@entryPointOutput.Color) Location 0
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -1766,12 +1766,12 @@ gl_FragCoord origin is upper left
579: 6(float) Constant 1080452710
585: TypePointer Function 107(PS_OUTPUT)
592: TypePointer Output 106(fvec4)
593(Color): 592(ptr) Variable Output
593(@entryPointOutput.Color): 592(ptr) Variable Output
4(main): 2 Function None 3
5: Label
594:107(PS_OUTPUT) FunctionCall 109(@main()
595: 106(fvec4) CompositeExtract 594 0
Store 593(Color) 595
Store 593(@entryPointOutput.Color) 595
Return
FunctionEnd
11(Fn_F3(vf3;): 2 Function None 9