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

@ -140,13 +140,13 @@ gl_FragCoord origin is upper left
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 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)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
@ -163,8 +163,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCubeArray)
0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4' ( 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:
@ -311,13 +311,13 @@ gl_FragCoord origin is upper left
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 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)
0:24 Color: direct index for structure ( temp 4-component vector of float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
0:24 0 (const int)
0:24 move second child to first child ( temp float)
0:? '@entryPointOutput_Depth' ( out float FragDepth)
0:? '@entryPointOutput.Depth' ( out float FragDepth)
0:24 Depth: direct index for structure ( temp float)
0:24 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
0:24 Constant:
@ -334,8 +334,8 @@ gl_FragCoord origin is upper left
0:? 'g_tTexcdf4' ( uniform textureCubeArray)
0:? 'g_tTexcdi4' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4' ( 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
@ -369,8 +369,8 @@ gl_FragCoord origin is upper left
Name 84 "g_tTex2du4"
Name 91 "psout"
Name 100 "flattenTemp"
Name 103 "Color"
Name 107 "@entryPointOutput_Depth"
Name 103 "@entryPointOutput.Color"
Name 107 "@entryPointOutput.Depth"
Name 110 "g_tTex1df4a"
Name 113 "g_tTexcdf4"
Name 116 "g_tTexcdi4"
@ -384,8 +384,8 @@ gl_FragCoord origin is upper left
Decorate 59(g_tTex2df4) DescriptorSet 0
Decorate 75(g_tTex2di4) DescriptorSet 0
Decorate 84(g_tTex2du4) DescriptorSet 0
Decorate 103(Color) Location 0
Decorate 107(@entryPointOutput_Depth) BuiltIn FragDepth
Decorate 103(@entryPointOutput.Color) Location 0
Decorate 107(@entryPointOutput.Depth) BuiltIn FragDepth
Decorate 110(g_tTex1df4a) DescriptorSet 0
Decorate 110(g_tTex1df4a) Binding 1
Decorate 113(g_tTexcdf4) DescriptorSet 0
@ -450,9 +450,9 @@ gl_FragCoord origin is upper left
93: 7(fvec4) ConstantComposite 92 92 92 92
95: TypePointer Function 6(float)
102: TypePointer Output 7(fvec4)
103(Color): 102(ptr) Variable Output
103(@entryPointOutput.Color): 102(ptr) Variable Output
106: TypePointer Output 6(float)
107(@entryPointOutput_Depth): 106(ptr) Variable Output
107(@entryPointOutput.Depth): 106(ptr) Variable Output
110(g_tTex1df4a): 15(ptr) Variable UniformConstant
111: TypeImage 6(float) Cube array sampled format:Unknown
112: TypePointer UniformConstant 111
@ -470,10 +470,10 @@ gl_FragCoord origin is upper left
Store 100(flattenTemp) 101
104: 12(ptr) AccessChain 100(flattenTemp) 69
105: 7(fvec4) Load 104
Store 103(Color) 105
Store 103(@entryPointOutput.Color) 105
108: 95(ptr) AccessChain 100(flattenTemp) 31
109: 6(float) Load 108
Store 107(@entryPointOutput_Depth) 109
Store 107(@entryPointOutput.Depth) 109
Return
FunctionEnd
10(@main():8(PS_OUTPUT) Function None 9