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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@ -779,14 +779,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:52 Sequence
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0:52 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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0:52 Color: direct index for structure ( temp 4-component vector of float)
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0:52 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:52 Constant:
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0:52 0 (const int)
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0:? Linker Objects
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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})
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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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Linked fragment stage:
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@ -1572,14 +1572,14 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:52 Sequence
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0:52 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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0:52 Color: direct index for structure ( temp 4-component vector of float)
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0:52 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:52 Constant:
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0:52 0 (const int)
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0:? Linker Objects
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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})
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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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// Module Version 10000
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// Generated by (magic number): 80001
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@ -1682,7 +1682,7 @@ gl_FragCoord origin is upper left
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Name 576 "c2"
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Name 578 "outval"
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Name 586 "psout"
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Name 593 "Color"
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Name 593 "@entryPointOutput.Color"
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MemberDecorate 111($Global) 0 Offset 0
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MemberDecorate 111($Global) 1 Offset 16
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MemberDecorate 111($Global) 2 Offset 32
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@ -1695,7 +1695,7 @@ gl_FragCoord origin is upper left
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MemberDecorate 111($Global) 9 Offset 104
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Decorate 111($Global) Block
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Decorate 113 DescriptorSet 0
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Decorate 593(Color) Location 0
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Decorate 593(@entryPointOutput.Color) Location 0
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@ -1766,12 +1766,12 @@ gl_FragCoord origin is upper left
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579: 6(float) Constant 1080452710
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585: TypePointer Function 107(PS_OUTPUT)
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592: TypePointer Output 106(fvec4)
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593(Color): 592(ptr) Variable Output
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593(@entryPointOutput.Color): 592(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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594:107(PS_OUTPUT) FunctionCall 109(@main()
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595: 106(fvec4) CompositeExtract 594 0
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Store 593(Color) 595
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Store 593(@entryPointOutput.Color) 595
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Return
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FunctionEnd
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11(Fn_F3(vf3;): 2 Function None 9
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