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

@@ -157,25 +157,25 @@ gl_FragCoord origin is upper left
0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:? 'input' ( temp 4-component vector of float)
0:18 move second child to first child ( temp int)
0:? 'a' (layout( location=0) out int)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:18 a: direct index for structure ( temp int)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 0 (const int)
0:18 move second child to first child ( temp float)
0:? 'b' (layout( location=1) out float)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:18 b: direct index for structure ( temp float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 1 (const int)
0:18 move second child to first child ( temp bool)
0:? 'c' (layout( location=2) out bool)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:18 c: direct index for structure ( temp bool)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 2 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:? 'v' (layout( location=3) out 4-component vector of float)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:18 v: direct index for structure ( temp 4-component vector of float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
@@ -183,10 +183,10 @@ gl_FragCoord origin is upper left
0:? Linker Objects
0:? 'gv' ( global 4-component vector of float)
0:? 'gfa' ( global 3-element array of float)
0:? 'a' (layout( location=0) out int)
0:? 'b' (layout( location=1) out float)
0:? 'c' (layout( location=2) out bool)
0:? 'v' (layout( location=3) out 4-component vector of float)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
0:? 0.000000
@@ -357,25 +357,25 @@ gl_FragCoord origin is upper left
0:18 Function Call: @PixelShaderFunction(vf4; ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:? 'input' ( temp 4-component vector of float)
0:18 move second child to first child ( temp int)
0:? 'a' (layout( location=0) out int)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:18 a: direct index for structure ( temp int)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 0 (const int)
0:18 move second child to first child ( temp float)
0:? 'b' (layout( location=1) out float)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:18 b: direct index for structure ( temp float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 1 (const int)
0:18 move second child to first child ( temp bool)
0:? 'c' (layout( location=2) out bool)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:18 c: direct index for structure ( temp bool)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
0:18 2 (const int)
0:18 move second child to first child ( temp 4-component vector of float)
0:? 'v' (layout( location=3) out 4-component vector of float)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:18 v: direct index for structure ( temp 4-component vector of float)
0:18 'flattenTemp' ( temp structure{ temp int a, temp float b, temp bool c, temp 4-component vector of float v})
0:18 Constant:
@@ -383,10 +383,10 @@ gl_FragCoord origin is upper left
0:? Linker Objects
0:? 'gv' ( global 4-component vector of float)
0:? 'gfa' ( global 3-element array of float)
0:? 'a' (layout( location=0) out int)
0:? 'b' (layout( location=1) out float)
0:? 'c' (layout( location=2) out bool)
0:? 'v' (layout( location=3) out 4-component vector of float)
0:? '@entryPointOutput.a' (layout( location=0) out int)
0:? '@entryPointOutput.b' (layout( location=1) out float)
0:? '@entryPointOutput.c' (layout( location=2) out bool)
0:? '@entryPointOutput.v' (layout( location=3) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 'cgf2a' ( const 3-element array of 2-component vector of float)
0:? 0.000000
@@ -433,15 +433,15 @@ gl_FragCoord origin is upper left
Name 80 "input"
Name 82 "flattenTemp"
Name 83 "param"
Name 87 "a"
Name 91 "b"
Name 95 "c"
Name 99 "v"
Name 87 "@entryPointOutput.a"
Name 91 "@entryPointOutput.b"
Name 95 "@entryPointOutput.c"
Name 99 "@entryPointOutput.v"
Decorate 80(input) Location 0
Decorate 87(a) Location 0
Decorate 91(b) Location 1
Decorate 95(c) Location 2
Decorate 99(v) Location 3
Decorate 87(@entryPointOutput.a) Location 0
Decorate 91(@entryPointOutput.b) Location 1
Decorate 95(@entryPointOutput.c) Location 2
Decorate 99(@entryPointOutput.v) Location 3
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@@ -492,13 +492,13 @@ gl_FragCoord origin is upper left
79: TypePointer Input 7(fvec4)
80(input): 79(ptr) Variable Input
86: TypePointer Output 9(int)
87(a): 86(ptr) Variable Output
87(@entryPointOutput.a): 86(ptr) Variable Output
90: TypePointer Output 6(float)
91(b): 90(ptr) Variable Output
91(@entryPointOutput.b): 90(ptr) Variable Output
94: TypePointer Output 10(bool)
95(c): 94(ptr) Variable Output
95(@entryPointOutput.c): 94(ptr) Variable Output
98: TypePointer Output 7(fvec4)
99(v): 98(ptr) Variable Output
99(@entryPointOutput.v): 98(ptr) Variable Output
102: TypeArray 57(fvec2) 22
103: 102 ConstantComposite 62 62 62
4(PixelShaderFunction): 2 Function None 3
@@ -516,16 +516,16 @@ gl_FragCoord origin is upper left
Store 82(flattenTemp) 85
88: 64(ptr) AccessChain 82(flattenTemp) 42
89: 9(int) Load 88
Store 87(a) 89
Store 87(@entryPointOutput.a) 89
92: 68(ptr) AccessChain 82(flattenTemp) 66
93: 6(float) Load 92
Store 91(b) 93
Store 91(@entryPointOutput.b) 93
96: 45(ptr) AccessChain 82(flattenTemp) 35
97: 10(bool) Load 96
Store 95(c) 97
Store 95(@entryPointOutput.c) 97
100: 8(ptr) AccessChain 82(flattenTemp) 29
101: 7(fvec4) Load 100
Store 99(v) 101
Store 99(@entryPointOutput.v) 101
Return
FunctionEnd
14(@PixelShaderFunction(vf4;): 11(outs) Function None 12