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

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