HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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@@ -147,7 +147,7 @@ gl_FragCoord origin is upper left
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0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:31 Sequence
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0:31 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:? 'ps_output.color' (layout( location=0) out 4-component vector of float)
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0:31 color: direct index for structure ( temp 4-component vector of float)
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0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:31 Constant:
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@@ -167,7 +167,7 @@ gl_FragCoord origin is upper left
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0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
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0:? 'not_flattened_a' ( global 5-element array of int)
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0:? 'color' (layout( location=0) out 4-component vector of float)
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0:? 'ps_output.color' (layout( location=0) out 4-component vector of float)
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Linked fragment stage:
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@@ -321,7 +321,7 @@ gl_FragCoord origin is upper left
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0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:31 Sequence
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0:31 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:? 'ps_output.color' (layout( location=0) out 4-component vector of float)
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0:31 color: direct index for structure ( temp 4-component vector of float)
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0:? 'ps_output' ( temp structure{ temp 4-component vector of float color})
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0:31 Constant:
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@@ -341,7 +341,7 @@ gl_FragCoord origin is upper left
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0:? 'g_samp_explicit[2]' (layout( binding=7) uniform sampler)
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0:? 'anon@0' (layout( row_major std140) uniform block{ uniform 4-element array of 3X3 matrix of float g_mats, layout( binding=10) uniform 4-element array of 3X3 matrix of float g_mats_explicit, uniform 4-element array of float g_floats})
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0:? 'not_flattened_a' ( global 5-element array of int)
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0:? 'color' (layout( location=0) out 4-component vector of float)
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0:? 'ps_output.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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@@ -382,7 +382,7 @@ gl_FragCoord origin is upper left
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Name 112 "aggShadow"
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Name 123 "ps_output"
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Name 124 "param"
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Name 128 "color"
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Name 128 "ps_output.color"
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Name 131 "g_tex_explicit[0]"
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Name 132 "g_tex_explicit[1]"
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Name 133 "g_tex_explicit[2]"
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@@ -407,7 +407,7 @@ gl_FragCoord origin is upper left
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MemberDecorate 89($Global) 2 Offset 384
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Decorate 89($Global) Block
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Decorate 91 DescriptorSet 0
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Decorate 128(color) Location 0
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Decorate 128(ps_output.color) Location 0
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Decorate 131(g_tex_explicit[0]) DescriptorSet 0
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Decorate 131(g_tex_explicit[0]) Binding 1
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Decorate 132(g_tex_explicit[1]) DescriptorSet 0
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@@ -478,7 +478,7 @@ gl_FragCoord origin is upper left
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112(aggShadow): 18(ptr) Variable UniformConstant
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121: TypePointer Function 7(fvec4)
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127: TypePointer Output 7(fvec4)
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128(color): 127(ptr) Variable Output
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128(ps_output.color): 127(ptr) Variable Output
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131(g_tex_explicit[0]): 41(ptr) Variable UniformConstant
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132(g_tex_explicit[1]): 41(ptr) Variable UniformConstant
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133(g_tex_explicit[2]): 41(ptr) Variable UniformConstant
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@@ -495,7 +495,7 @@ gl_FragCoord origin is upper left
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Store 123(ps_output) 126
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129: 121(ptr) AccessChain 123(ps_output) 62
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130: 7(fvec4) Load 129
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Store 128(color) 130
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Store 128(ps_output.color) 130
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Return
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FunctionEnd
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9(TestFn1(): 7(fvec4) Function None 8
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