HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -46,19 +46,19 @@ Shader version: 500
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0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 Constant:
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0:17 0 (const int)
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0:? 'x0_in' (layout( location=0) in int)
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0:? 'vsin.x0_in' (layout( location=0) in int)
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 Pos_in: direct index for structure ( temp 4-component vector of float)
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0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 Constant:
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0:17 1 (const int)
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0:? 'Pos_in' (layout( location=1) in 4-component vector of float)
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0:? 'vsin.Pos_in' (layout( location=1) in 4-component vector of float)
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0:17 move second child to first child ( temp int)
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0:17 x1_in: direct index for structure ( temp int)
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0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 Constant:
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0:17 2 (const int)
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0:? 'x1_in' (layout( location=2) in int)
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0:? 'vsin.x1_in' (layout( location=2) in int)
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0:17 move second child to first child ( temp 4-component vector of float)
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0:? 'Pos_loose' ( temp 4-component vector of float)
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0:? 'Pos_loose' (layout( location=3) in 4-component vector of float)
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@@ -78,7 +78,7 @@ Shader version: 500
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0:17 Constant:
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0:17 0 (const int)
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0:17 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos_out' ( out 4-component vector of float Position)
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0:17 Pos_out: direct index for structure ( temp 4-component vector of float)
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0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:17 Constant:
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@@ -93,11 +93,11 @@ Shader version: 500
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0:17 Constant:
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0:17 2 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos_out' ( out 4-component vector of float Position)
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0:? '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout( location=0) in int)
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0:? 'Pos_in' (layout( location=1) in 4-component vector of float)
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0:? 'x1_in' (layout( location=2) in int)
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0:? 'vsin.x0_in' (layout( location=0) in int)
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0:? 'vsin.Pos_in' (layout( location=1) in 4-component vector of float)
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0:? 'vsin.x1_in' (layout( location=2) in int)
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0:? 'Pos_loose' (layout( location=3) in 4-component vector of float)
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@@ -151,19 +151,19 @@ Shader version: 500
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0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 Constant:
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0:17 0 (const int)
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0:? 'x0_in' (layout( location=0) in int)
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0:? 'vsin.x0_in' (layout( location=0) in int)
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0:17 move second child to first child ( temp 4-component vector of float)
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0:17 Pos_in: direct index for structure ( temp 4-component vector of float)
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0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 Constant:
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0:17 1 (const int)
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0:? 'Pos_in' (layout( location=1) in 4-component vector of float)
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0:? 'vsin.Pos_in' (layout( location=1) in 4-component vector of float)
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0:17 move second child to first child ( temp int)
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0:17 x1_in: direct index for structure ( temp int)
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0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
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0:17 Constant:
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0:17 2 (const int)
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0:? 'x1_in' (layout( location=2) in int)
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0:? 'vsin.x1_in' (layout( location=2) in int)
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0:17 move second child to first child ( temp 4-component vector of float)
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0:? 'Pos_loose' ( temp 4-component vector of float)
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0:? 'Pos_loose' (layout( location=3) in 4-component vector of float)
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@@ -183,7 +183,7 @@ Shader version: 500
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0:17 Constant:
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0:17 0 (const int)
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0:17 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos_out' ( out 4-component vector of float Position)
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0:17 Pos_out: direct index for structure ( temp 4-component vector of float)
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0:17 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:17 Constant:
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@@ -198,11 +198,11 @@ Shader version: 500
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0:17 Constant:
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0:17 2 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Pos_out' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos_out' ( out 4-component vector of float Position)
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0:? '@entryPointOutput' (layout( location=0) out structure{ temp int x0_out, temp int x1_out})
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0:? 'x0_in' (layout( location=0) in int)
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0:? 'Pos_in' (layout( location=1) in 4-component vector of float)
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0:? 'x1_in' (layout( location=2) in int)
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0:? 'vsin.x0_in' (layout( location=0) in int)
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0:? 'vsin.Pos_in' (layout( location=1) in 4-component vector of float)
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0:? 'vsin.x1_in' (layout( location=2) in int)
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0:? 'Pos_loose' (layout( location=3) in 4-component vector of float)
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// Module Version 10000
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@@ -228,9 +228,9 @@ Shader version: 500
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Name 15 "Pos_loose"
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Name 19 "vsout"
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Name 38 "vsin"
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Name 40 "x0_in"
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Name 44 "Pos_in"
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Name 47 "x1_in"
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Name 40 "vsin.x0_in"
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Name 44 "vsin.Pos_in"
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Name 47 "vsin.x1_in"
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Name 50 "Pos_loose"
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Name 51 "Pos_loose"
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Name 53 "flattenTemp"
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@@ -240,13 +240,13 @@ Shader version: 500
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MemberName 59(VS_OUTPUT) 0 "x0_out"
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MemberName 59(VS_OUTPUT) 1 "x1_out"
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Name 61 "@entryPointOutput"
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Name 67 "@entryPointOutput_Pos_out"
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Decorate 40(x0_in) Location 0
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Decorate 44(Pos_in) Location 1
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Decorate 47(x1_in) Location 2
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Name 67 "@entryPointOutput.Pos_out"
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Decorate 40(vsin.x0_in) Location 0
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Decorate 44(vsin.Pos_in) Location 1
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Decorate 47(vsin.x1_in) Location 2
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Decorate 51(Pos_loose) Location 3
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Decorate 61(@entryPointOutput) Location 0
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Decorate 67(@entryPointOutput_Pos_out) BuiltIn Position
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Decorate 67(@entryPointOutput.Pos_out) BuiltIn Position
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2: TypeVoid
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3: TypeFunction 2
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6: TypeInt 32 1
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@@ -263,17 +263,17 @@ Shader version: 500
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25: 6(int) Constant 1
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31: 6(int) Constant 2
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39: TypePointer Input 6(int)
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40(x0_in): 39(ptr) Variable Input
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40(vsin.x0_in): 39(ptr) Variable Input
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43: TypePointer Input 8(fvec4)
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44(Pos_in): 43(ptr) Variable Input
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47(x1_in): 39(ptr) Variable Input
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44(vsin.Pos_in): 43(ptr) Variable Input
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47(vsin.x1_in): 39(ptr) Variable Input
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51(Pos_loose): 43(ptr) Variable Input
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59(VS_OUTPUT): TypeStruct 6(int) 6(int)
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60: TypePointer Output 59(VS_OUTPUT)
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61(@entryPointOutput): 60(ptr) Variable Output
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64: TypePointer Output 6(int)
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66: TypePointer Output 8(fvec4)
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67(@entryPointOutput_Pos_out): 66(ptr) Variable Output
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67(@entryPointOutput.Pos_out): 66(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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38(vsin): 10(ptr) Variable Function
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@@ -281,13 +281,13 @@ Shader version: 500
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53(flattenTemp): 18(ptr) Variable Function
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54(param): 10(ptr) Variable Function
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56(param): 11(ptr) Variable Function
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41: 6(int) Load 40(x0_in)
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41: 6(int) Load 40(vsin.x0_in)
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42: 21(ptr) AccessChain 38(vsin) 20
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Store 42 41
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45: 8(fvec4) Load 44(Pos_in)
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45: 8(fvec4) Load 44(vsin.Pos_in)
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46: 11(ptr) AccessChain 38(vsin) 25
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Store 46 45
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48: 6(int) Load 47(x1_in)
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48: 6(int) Load 47(vsin.x1_in)
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49: 21(ptr) AccessChain 38(vsin) 31
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Store 49 48
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52: 8(fvec4) Load 51(Pos_loose)
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@@ -304,7 +304,7 @@ Shader version: 500
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Store 65 63
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68: 11(ptr) AccessChain 53(flattenTemp) 25
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69: 8(fvec4) Load 68
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Store 67(@entryPointOutput_Pos_out) 69
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Store 67(@entryPointOutput.Pos_out) 69
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70: 21(ptr) AccessChain 53(flattenTemp) 31
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71: 6(int) Load 70
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72: 64(ptr) AccessChain 61(@entryPointOutput) 25
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