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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@ -183,7 +183,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:45 Sequence
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0:45 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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0:45 Color: direct index for structure ( temp 4-component vector of float)
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0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:45 Constant:
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@ -206,7 +206,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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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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Linked fragment stage:
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@ -396,7 +396,7 @@ gl_FragCoord origin is upper left
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0:? Sequence
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0:45 Sequence
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0:45 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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0:45 Color: direct index for structure ( temp 4-component vector of float)
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0:45 Function Call: @main( ( temp structure{ temp 4-component vector of float Color})
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0:45 Constant:
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@ -419,7 +419,7 @@ gl_FragCoord origin is upper left
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0:? 'g_tTex2di4a' ( uniform itexture2DArray)
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0:? 'g_tTex2du4a' ( uniform utexture2DArray)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform int c1, uniform 2-component vector of int c2, uniform 3-component vector of int c3, uniform 4-component vector of int c4, uniform int o1, uniform 2-component vector of int o2, uniform 3-component vector of int o3, uniform 4-component vector of int o4})
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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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// Module Version 10000
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// Generated by (magic number): 80001
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@ -475,7 +475,7 @@ gl_FragCoord origin is upper left
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Name 147 "param"
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Name 153 "param"
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Name 156 "psout"
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Name 164 "Color"
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Name 164 "@entryPointOutput.Color"
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Name 169 "g_sSamp"
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Name 172 "g_tTex1df4a"
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Name 175 "g_tTex1di4a"
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@ -503,7 +503,7 @@ gl_FragCoord origin is upper left
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Decorate 114(g_tTex3df4) DescriptorSet 0
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Decorate 124(g_tTex3di4) DescriptorSet 0
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Decorate 132(g_tTex3du4) DescriptorSet 0
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Decorate 164(Color) Location 0
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Decorate 164(@entryPointOutput.Color) Location 0
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Decorate 169(g_sSamp) DescriptorSet 0
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Decorate 169(g_sSamp) Binding 0
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Decorate 172(g_tTex1df4a) DescriptorSet 0
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@ -573,7 +573,7 @@ gl_FragCoord origin is upper left
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157: 20(float) Constant 1065353216
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158: 21(fvec4) ConstantComposite 157 157 157 157
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163: TypePointer Output 21(fvec4)
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164(Color): 163(ptr) Variable Output
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164(@entryPointOutput.Color): 163(ptr) Variable Output
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167: TypeSampler
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168: TypePointer UniformConstant 167
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169(g_sSamp): 168(ptr) Variable UniformConstant
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@ -599,7 +599,7 @@ gl_FragCoord origin is upper left
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5: Label
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165:30(PS_OUTPUT) FunctionCall 32(@main()
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166: 21(fvec4) CompositeExtract 165 0
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Store 164(Color) 166
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Store 164(@entryPointOutput.Color) 166
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Return
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FunctionEnd
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11(Fn1(vi4;): 7(ivec4) Function None 9
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