HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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138 changed files with 2276 additions and 2278 deletions
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@ -143,7 +143,7 @@ Shader version: 500
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
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0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
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0:29 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.position' ( out 4-component vector of float Position)
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0:29 position: 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 position, temp 2-component vector of float texCoord})
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0:29 Constant:
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@ -158,7 +158,7 @@ Shader version: 500
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0:29 Constant:
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0:29 1 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput' (layout( location=0) out structure{ temp 2-component vector of float texCoord})
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@ -309,7 +309,7 @@ Shader version: 500
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0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
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0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
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0:29 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.position' ( out 4-component vector of float Position)
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0:29 position: 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 position, temp 2-component vector of float texCoord})
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0:29 Constant:
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@ -324,7 +324,7 @@ Shader version: 500
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0:29 Constant:
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0:29 1 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput' (layout( location=0) out structure{ temp 2-component vector of float texCoord})
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// Module Version 10000
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@ -359,11 +359,11 @@ Shader version: 500
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Name 96 "v4"
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Name 98 "v5"
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Name 105 "flattenTemp"
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Name 108 "@entryPointOutput_position"
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Name 108 "@entryPointOutput.position"
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Name 114 "VertexOut"
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MemberName 114(VertexOut) 0 "texCoord"
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Name 116 "@entryPointOutput"
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Decorate 108(@entryPointOutput_position) BuiltIn Position
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Decorate 108(@entryPointOutput.position) BuiltIn Position
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Decorate 116(@entryPointOutput) Location 0
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2: TypeVoid
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3: TypeFunction 2
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@ -391,7 +391,7 @@ Shader version: 500
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101: 8(fvec2) ConstantComposite 59 59
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102:9(VertexOut) ConstantComposite 100 101
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107: TypePointer Output 7(fvec4)
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108(@entryPointOutput_position): 107(ptr) Variable Output
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108(@entryPointOutput.position): 107(ptr) Variable Output
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109: TypeInt 32 1
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110: 109(int) Constant 0
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111: TypePointer Function 7(fvec4)
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@ -408,7 +408,7 @@ Shader version: 500
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Store 105(flattenTemp) 106
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112: 111(ptr) AccessChain 105(flattenTemp) 110
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113: 7(fvec4) Load 112
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Store 108(@entryPointOutput_position) 113
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Store 108(@entryPointOutput.position) 113
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119: 118(ptr) AccessChain 105(flattenTemp) 117
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120: 8(fvec2) Load 119
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122: 121(ptr) AccessChain 116(@entryPointOutput) 110
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