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

@ -158,13 +158,13 @@ gl_FragCoord origin is upper left
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 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)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
@ -192,8 +192,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
Linked fragment stage:
@ -358,13 +358,13 @@ gl_FragCoord origin is upper left
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 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)
0:38 Color: direct index for structure ( temp 4-component vector of float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
0:38 0 (const int)
0:38 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:38 Depth: direct index for structure ( temp float)
0:38 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:38 Constant:
@ -392,8 +392,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4a' ( uniform textureCubeArray)
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? 'Color' (layout( location=0) out 4-component vector of float)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:? '@entryPointOutput.Color' (layout( location=0) out 4-component vector of float)
// Module Version 10000
// Generated by (magic number): 80001
@ -433,8 +433,8 @@ gl_FragCoord origin is upper left
Name 148 "g_tTexcdu4a"
Name 161 "psout"
Name 172 "flattenTemp"
Name 175 "Color"
Name 179 "@entryPointOutput_Depth"
Name 175 "@entryPointOutput.Color"
Name 179 "@entryPointOutput.Depth"
Name 184 "g_tTex1df4"
Name 187 "g_tTex1di4"
Name 190 "g_tTex1du4"
@ -458,8 +458,8 @@ gl_FragCoord origin is upper left
Decorate 116(g_tTexcdf4a) DescriptorSet 0
Decorate 133(g_tTexcdi4a) DescriptorSet 0
Decorate 148(g_tTexcdu4a) DescriptorSet 0
Decorate 175(Color) Location 0
Decorate 179(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 175(@entryPointOutput.Color) Location 0
Decorate 179(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 184(g_tTex1df4) DescriptorSet 0
Decorate 184(g_tTex1df4) Binding 0
Decorate 187(g_tTex1di4) DescriptorSet 0
@ -547,9 +547,9 @@ gl_FragCoord origin is upper left
165: TypePointer Function 7(fvec4)
167: 37(int) Constant 1
174: TypePointer Output 7(fvec4)
175(Color): 174(ptr) Variable Output
175(@entryPointOutput.Color): 174(ptr) Variable Output
178: TypePointer Output 6(float)
179(@entryPointOutput_Depth): 178(ptr) Variable Output
179(@entryPointOutput.Depth): 178(ptr) Variable Output
182: TypeImage 6(float) 1D sampled format:Unknown
183: TypePointer UniformConstant 182
184(g_tTex1df4): 183(ptr) Variable UniformConstant
@ -593,10 +593,10 @@ gl_FragCoord origin is upper left
Store 172(flattenTemp) 173
176: 165(ptr) AccessChain 172(flattenTemp) 162
177: 7(fvec4) Load 176
Store 175(Color) 177
Store 175(@entryPointOutput.Color) 177
180: 12(ptr) AccessChain 172(flattenTemp) 167
181: 6(float) Load 180
Store 179(@entryPointOutput_Depth) 181
Store 179(@entryPointOutput.Depth) 181
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9