HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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3322dd8f99
commit
e516d4335f
138 changed files with 2276 additions and 2278 deletions
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@ -158,13 +158,13 @@ gl_FragCoord origin is upper left
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 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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0:38 Color: direct index for structure ( temp 4-component vector of float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 0 (const int)
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0:38 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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0:38 Depth: direct index for structure ( temp float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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@ -192,8 +192,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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@ -358,13 +358,13 @@ gl_FragCoord origin is upper left
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 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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0:38 Color: direct index for structure ( temp 4-component vector of float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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0:38 0 (const int)
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0:38 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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0:38 Depth: direct index for structure ( temp float)
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0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:38 Constant:
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@ -392,8 +392,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
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0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
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0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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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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@ -433,8 +433,8 @@ gl_FragCoord origin is upper left
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Name 148 "g_tTexcdu4a"
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Name 161 "psout"
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Name 172 "flattenTemp"
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Name 175 "Color"
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Name 179 "@entryPointOutput_Depth"
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Name 175 "@entryPointOutput.Color"
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Name 179 "@entryPointOutput.Depth"
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Name 184 "g_tTex1df4"
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Name 187 "g_tTex1di4"
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Name 190 "g_tTex1du4"
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@ -458,8 +458,8 @@ gl_FragCoord origin is upper left
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Decorate 116(g_tTexcdf4a) DescriptorSet 0
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Decorate 133(g_tTexcdi4a) DescriptorSet 0
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Decorate 148(g_tTexcdu4a) DescriptorSet 0
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Decorate 175(Color) Location 0
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Decorate 179(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 175(@entryPointOutput.Color) Location 0
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Decorate 179(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 184(g_tTex1df4) DescriptorSet 0
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Decorate 184(g_tTex1df4) Binding 0
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Decorate 187(g_tTex1di4) DescriptorSet 0
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@ -547,9 +547,9 @@ gl_FragCoord origin is upper left
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165: TypePointer Function 7(fvec4)
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167: 37(int) Constant 1
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174: TypePointer Output 7(fvec4)
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175(Color): 174(ptr) Variable Output
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175(@entryPointOutput.Color): 174(ptr) Variable Output
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178: TypePointer Output 6(float)
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179(@entryPointOutput_Depth): 178(ptr) Variable Output
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179(@entryPointOutput.Depth): 178(ptr) Variable Output
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182: TypeImage 6(float) 1D sampled format:Unknown
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183: TypePointer UniformConstant 182
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184(g_tTex1df4): 183(ptr) Variable UniformConstant
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@ -593,10 +593,10 @@ gl_FragCoord origin is upper left
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Store 172(flattenTemp) 173
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176: 165(ptr) AccessChain 172(flattenTemp) 162
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177: 7(fvec4) Load 176
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Store 175(Color) 177
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Store 175(@entryPointOutput.Color) 177
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180: 12(ptr) AccessChain 172(flattenTemp) 167
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181: 6(float) Load 180
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Store 179(@entryPointOutput_Depth) 181
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Store 179(@entryPointOutput.Depth) 181
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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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