HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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3322dd8f99
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138 changed files with 2276 additions and 2278 deletions
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@ -817,7 +817,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:53 Sequence
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0:53 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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0:53 Color: direct index for structure ( temp 4-component vector of float)
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0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:53 Constant:
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@ -840,7 +840,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray)
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0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray)
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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, uniform float uf1, uniform int ui1, uniform uint uu1})
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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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@ -1664,7 +1664,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:53 Sequence
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0:53 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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0:53 Color: direct index for structure ( temp 4-component vector of float)
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0:53 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:53 Constant:
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@ -1687,7 +1687,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di1a' (layout( r32i) uniform iimage2DArray)
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0:? 'g_tTex2du1a' (layout( r32ui) uniform uimage2DArray)
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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, uniform float uf1, uniform int ui1, uniform uint uu1})
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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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@ -1818,7 +1818,7 @@ gl_FragCoord origin is upper left
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Name 524 "storeTempPost"
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Name 531 "storeTemp"
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Name 539 "psout"
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Name 547 "Color"
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Name 547 "@entryPointOutput.Color"
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Name 552 "g_sSamp"
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Name 555 "g_tTex1df1a"
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Name 558 "g_tTex1di1a"
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@ -1848,7 +1848,7 @@ gl_FragCoord origin is upper left
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Decorate 125(g_tTex3df1) DescriptorSet 0
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Decorate 135(g_tTex3di1) DescriptorSet 0
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Decorate 143(g_tTex3du1) DescriptorSet 0
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Decorate 547(Color) Location 0
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Decorate 547(@entryPointOutput.Color) Location 0
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Decorate 552(g_sSamp) DescriptorSet 0
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Decorate 552(g_sSamp) Binding 0
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Decorate 555(g_tTex1df1a) DescriptorSet 0
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@ -1934,7 +1934,7 @@ gl_FragCoord origin is upper left
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540: 39(fvec4) ConstantComposite 382 382 382 382
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541: TypePointer Function 39(fvec4)
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546: TypePointer Output 39(fvec4)
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547(Color): 546(ptr) Variable Output
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547(@entryPointOutput.Color): 546(ptr) Variable Output
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550: TypeSampler
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551: TypePointer UniformConstant 550
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552(g_sSamp): 551(ptr) Variable UniformConstant
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@ -1960,7 +1960,7 @@ gl_FragCoord origin is upper left
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5: Label
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548:40(PS_OUTPUT) FunctionCall 42(@main()
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549: 39(fvec4) CompositeExtract 548 0
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Store 547(Color) 549
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Store 547(@entryPointOutput.Color) 549
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Return
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FunctionEnd
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10(Fn1(i1;): 6(int) Function None 8
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