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

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