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

@@ -168,7 +168,7 @@ Shader version: 500
0:? Sequence
0:27 Sequence
0:27 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)
0:27 Pos: direct index for structure ( temp 4-component vector of float)
0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:27 Constant:
@@ -188,7 +188,7 @@ Shader version: 500
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
Linked vertex stage:
@@ -363,7 +363,7 @@ Shader version: 500
0:? Sequence
0:27 Sequence
0:27 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)
0:27 Pos: direct index for structure ( temp 4-component vector of float)
0:27 Function Call: @main( ( temp structure{ temp 4-component vector of float Pos})
0:27 Constant:
@@ -383,7 +383,7 @@ Shader version: 500
0:? 'g_tTexcdf4' ( uniform textureCube)
0:? 'g_tTexcdi4' ( uniform itextureCube)
0:? 'g_tTexcdu4' ( uniform utextureCube)
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
@@ -425,7 +425,7 @@ Shader version: 500
Name 139 "txval42"
Name 142 "g_tTexcdu4"
Name 149 "vsout"
Name 158 "@entryPointOutput_Pos"
Name 158 "@entryPointOutput.Pos"
Name 161 "g_tTex1df4a"
Decorate 16(g_tTex1df4) DescriptorSet 0
Decorate 16(g_tTex1df4) Binding 0
@@ -442,7 +442,7 @@ Shader version: 500
Decorate 124(g_tTexcdf4) DescriptorSet 0
Decorate 133(g_tTexcdi4) DescriptorSet 0
Decorate 142(g_tTexcdu4) DescriptorSet 0
Decorate 158(@entryPointOutput_Pos) BuiltIn Position
Decorate 158(@entryPointOutput.Pos) BuiltIn Position
Decorate 161(g_tTex1df4a) DescriptorSet 0
Decorate 161(g_tTex1df4a) Binding 1
2: TypeVoid
@@ -532,13 +532,13 @@ Shader version: 500
151: 6(float) Constant 0
152: 7(fvec4) ConstantComposite 151 151 151 151
157: TypePointer Output 7(fvec4)
158(@entryPointOutput_Pos): 157(ptr) Variable Output
158(@entryPointOutput.Pos): 157(ptr) Variable Output
161(g_tTex1df4a): 15(ptr) Variable UniformConstant
4(main): 2 Function None 3
5: Label
159:8(VS_OUTPUT) FunctionCall 10(@main()
160: 7(fvec4) CompositeExtract 159 0
Store 158(@entryPointOutput_Pos) 160
Store 158(@entryPointOutput.Pos) 160
Return
FunctionEnd
10(@main():8(VS_OUTPUT) Function None 9