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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e516d4335f
138 changed files with 2276 additions and 2278 deletions
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@ -179,13 +179,13 @@ gl_FragCoord origin is upper left
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 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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0:29 Color: direct index for structure ( temp 4-component vector of float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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0:29 0 (const int)
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0:29 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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0:29 Depth: direct index for structure ( temp float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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@ -206,8 +206,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@ -393,13 +393,13 @@ gl_FragCoord origin is upper left
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 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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0:29 Color: direct index for structure ( temp 4-component vector of float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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0:29 0 (const int)
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0:29 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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0:29 Depth: direct index for structure ( temp float)
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float Color, temp float Depth})
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0:29 Constant:
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@ -420,8 +420,8 @@ gl_FragCoord origin is upper left
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0:? 'g_tTexcdf4' ( uniform textureCube)
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0:? 'g_tTexcdi4' ( uniform itextureCube)
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0:? 'g_tTexcdu4' ( uniform utextureCube)
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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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@ -466,8 +466,8 @@ gl_FragCoord origin is upper left
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Name 142 "g_tTexcdu4"
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Name 149 "psout"
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Name 160 "flattenTemp"
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Name 163 "Color"
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Name 167 "@entryPointOutput_Depth"
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Name 163 "@entryPointOutput.Color"
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Name 167 "@entryPointOutput.Depth"
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Name 170 "g_sSamp2d"
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Name 171 "g_tTex1df4a"
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Decorate 16(g_tTex1df4) DescriptorSet 0
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@ -485,8 +485,8 @@ gl_FragCoord origin is upper left
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Decorate 124(g_tTexcdf4) DescriptorSet 0
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Decorate 133(g_tTexcdi4) DescriptorSet 0
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Decorate 142(g_tTexcdu4) DescriptorSet 0
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Decorate 163(Color) Location 0
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Decorate 167(@entryPointOutput_Depth) BuiltIn FragDepth
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Decorate 163(@entryPointOutput.Color) Location 0
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Decorate 167(@entryPointOutput.Depth) BuiltIn FragDepth
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Decorate 170(g_sSamp2d) DescriptorSet 0
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Decorate 171(g_tTex1df4a) DescriptorSet 0
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Decorate 171(g_tTex1df4a) Binding 1
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@ -579,9 +579,9 @@ gl_FragCoord origin is upper left
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154: 27(int) Constant 1
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155: TypePointer Function 6(float)
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162: TypePointer Output 7(fvec4)
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163(Color): 162(ptr) Variable Output
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163(@entryPointOutput.Color): 162(ptr) Variable Output
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166: TypePointer Output 6(float)
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167(@entryPointOutput_Depth): 166(ptr) Variable Output
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167(@entryPointOutput.Depth): 166(ptr) Variable Output
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170(g_sSamp2d): 19(ptr) Variable UniformConstant
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171(g_tTex1df4a): 15(ptr) Variable UniformConstant
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4(main): 2 Function None 3
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@ -591,10 +591,10 @@ gl_FragCoord origin is upper left
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Store 160(flattenTemp) 161
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164: 12(ptr) AccessChain 160(flattenTemp) 150
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165: 7(fvec4) Load 164
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Store 163(Color) 165
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Store 163(@entryPointOutput.Color) 165
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168: 155(ptr) AccessChain 160(flattenTemp) 154
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169: 6(float) Load 168
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Store 167(@entryPointOutput_Depth) 169
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Store 167(@entryPointOutput.Depth) 169
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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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