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

@@ -192,7 +192,7 @@ Shader version: 500
0:? Sequence
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
0:47 Pos: direct index for structure ( temp 4-component vector of float)
0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:47 Constant:
@@ -221,7 +221,7 @@ Shader version: 500
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
Linked vertex stage:
@@ -420,7 +420,7 @@ Shader version: 500
0:? Sequence
0:47 Sequence
0:47 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
0:47 Pos: direct index for structure ( temp 4-component vector of float)
0:47 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:47 Constant:
@@ -449,7 +449,7 @@ Shader version: 500
0:? 'g_tTexcdi4a' ( uniform itextureCubeArray)
0:? 'g_tTexcdu4a' ( uniform utextureCubeArray)
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:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
// Module Version 10000
// Generated by (magic number): 80001
@@ -486,7 +486,7 @@ Shader version: 500
Name 100 "g_tTex3di4"
Name 110 "g_tTex3du4"
Name 119 "vsout"
Name 129 "@entryPointOutput_Pos"
Name 129 "@entryPointOutput.Pos"
Name 134 "g_sSamp"
Name 137 "g_tTexcdf4"
Name 140 "g_tTexcdi4"
@@ -520,7 +520,7 @@ Shader version: 500
Decorate 87(g_tTex3df4) DescriptorSet 0
Decorate 100(g_tTex3di4) DescriptorSet 0
Decorate 110(g_tTex3du4) DescriptorSet 0
Decorate 129(@entryPointOutput_Pos) BuiltIn Position
Decorate 129(@entryPointOutput.Pos) BuiltIn Position
Decorate 134(g_sSamp) DescriptorSet 0
Decorate 134(g_sSamp) Binding 0
Decorate 137(g_tTexcdf4) DescriptorSet 0
@@ -593,7 +593,7 @@ Shader version: 500
122: 7(fvec4) ConstantComposite 121 121 121 121
123: TypePointer Function 7(fvec4)
128: TypePointer Output 7(fvec4)
129(@entryPointOutput_Pos): 128(ptr) Variable Output
129(@entryPointOutput.Pos): 128(ptr) Variable Output
132: TypeSampler
133: TypePointer UniformConstant 132
134(g_sSamp): 133(ptr) Variable UniformConstant
@@ -637,7 +637,7 @@ Shader version: 500
5: Label
130:8(VS_OUTPUT) FunctionCall 10(@main()
131: 7(fvec4) CompositeExtract 130 0
Store 129(@entryPointOutput_Pos) 131
Store 129(@entryPointOutput.Pos) 131
Return
FunctionEnd
10(@main():8(VS_OUTPUT) Function None 9