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

@@ -79,7 +79,7 @@ gl_FragCoord origin is upper left
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 4 (const int)
0:? 's_ff1' ( flat in bool Face)
0:? 's.ff1' ( flat in bool Face)
0:40 move second child to first child ( temp bool)
0:40 ff2: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
@@ -117,7 +117,7 @@ gl_FragCoord origin is upper left
0:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's_ff1' ( flat in bool Face)
0:? 's.ff1' ( flat in bool Face)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
@@ -200,7 +200,7 @@ gl_FragCoord origin is upper left
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
0:40 Constant:
0:40 4 (const int)
0:? 's_ff1' ( flat in bool Face)
0:? 's.ff1' ( flat in bool Face)
0:40 move second child to first child ( temp bool)
0:40 ff2: direct index for structure ( temp bool)
0:? 's' ( temp structure{ temp 4-component vector of float a, temp bool b, temp 1-component vector of float c, temp 2-component vector of float d, temp bool ff1, temp bool ff2, temp bool ff3, temp 4-component vector of float ff4})
@@ -238,7 +238,7 @@ gl_FragCoord origin is upper left
0:? 's2' ( global structure{ temp 4-component vector of float i})
0:? '@entryPointOutput' (layout( location=0) out 4-component vector of float)
0:? 'input' (layout( location=0) in 4-component vector of float)
0:? 's_ff1' ( flat in bool Face)
0:? 's.ff1' ( flat in bool Face)
0:? 's' (layout( location=1) in structure{ smooth temp 4-component vector of float a, flat temp bool b, centroid noperspective temp 1-component vector of float c, centroid sample temp 2-component vector of float d, flat temp bool ff2, flat temp bool ff3, temp 4-component vector of float ff4})
// Module Version 10000
@@ -287,7 +287,7 @@ gl_FragCoord origin is upper left
MemberName 54(IN_S) 5 "ff3"
MemberName 54(IN_S) 6 "ff4"
Name 56 "s"
Name 79 "s_ff1"
Name 79 "s.ff1"
Name 94 "@entryPointOutput"
Name 95 "param"
Name 97 "param"
@@ -309,8 +309,8 @@ gl_FragCoord origin is upper left
MemberDecorate 54(IN_S) 4 Flat
MemberDecorate 54(IN_S) 5 Flat
Decorate 56(s) Location 1
Decorate 79(s_ff1) Flat
Decorate 79(s_ff1) BuiltIn FrontFacing
Decorate 79(s.ff1) Flat
Decorate 79(s.ff1) BuiltIn FrontFacing
Decorate 94(@entryPointOutput) Location 0
MemberDecorate 101(myS) 0 Offset 0
MemberDecorate 101(myS) 1 Offset 4
@@ -360,7 +360,7 @@ gl_FragCoord origin is upper left
73: TypePointer Input 10(fvec2)
76: TypePointer Function 10(fvec2)
78: 31(int) Constant 4
79(s_ff1): 61(ptr) Variable Input
79(s.ff1): 61(ptr) Variable Input
82: 31(int) Constant 5
86: 31(int) Constant 6
93: TypePointer Output 7(fvec4)
@@ -394,7 +394,7 @@ gl_FragCoord origin is upper left
75: 10(fvec2) Load 74
77: 76(ptr) AccessChain 53(s) 72
Store 77 75
80: 9(bool) Load 79(s_ff1)
80: 9(bool) Load 79(s.ff1)
81: 64(ptr) AccessChain 53(s) 78
Store 81 80
83: 61(ptr) AccessChain 56(s) 78