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

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