HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -60,19 +60,19 @@ 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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0:22 Constant:
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0:22 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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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 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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0:22 Constant:
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0:22 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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0:22 move second child to first child ( temp int)
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0:22 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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0:22 Constant:
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0:22 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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0:22 Sequence
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0:22 move second child to first child ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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@@ -88,7 +88,7 @@ Shader version: 500
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0:22 Constant:
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0:22 0 (const int)
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0:22 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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0:22 Pos_out: direct index for structure ( temp 4-component vector of float)
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0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 Constant:
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@@ -103,11 +103,11 @@ Shader version: 500
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0:22 Constant:
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0:22 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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Linked vertex stage:
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@@ -174,19 +174,19 @@ 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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0:22 Constant:
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0:22 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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0:22 move second child to first child ( temp 4-component vector of float)
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0:22 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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0:22 Constant:
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0:22 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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0:22 move second child to first child ( temp int)
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0:22 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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0:22 Constant:
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0:22 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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0:22 Sequence
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0:22 move second child to first child ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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@@ -202,7 +202,7 @@ Shader version: 500
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0:22 Constant:
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0:22 0 (const int)
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0:22 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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0:22 Pos_out: direct index for structure ( temp 4-component vector of float)
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0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
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0:22 Constant:
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@@ -217,11 +217,11 @@ Shader version: 500
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0:22 Constant:
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0:22 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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// Module Version 10000
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// Generated by (magic number): 80001
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@@ -250,21 +250,21 @@ Shader version: 500
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Name 42 "param"
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Name 44 "param"
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Name 50 "vsin"
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Name 52 "x0_in"
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Name 56 "Pos_in"
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Name 59 "x1_in"
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Name 52 "vsin.x0_in"
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Name 56 "vsin.Pos_in"
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Name 59 "vsin.x1_in"
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Name 62 "flattenTemp"
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Name 63 "param"
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Name 66 "VS_OUTPUT"
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MemberName 66(VS_OUTPUT) 0 "x0_out"
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MemberName 66(VS_OUTPUT) 1 "x1_out"
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Name 68 "@entryPointOutput"
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Name 74 "@entryPointOutput_Pos_out"
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Decorate 52(x0_in) Location 0
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Decorate 56(Pos_in) Location 1
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Decorate 59(x1_in) Location 2
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Name 74 "@entryPointOutput.Pos_out"
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Decorate 52(vsin.x0_in) Location 0
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Decorate 56(vsin.Pos_in) Location 1
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Decorate 59(vsin.x1_in) Location 2
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Decorate 68(@entryPointOutput) Location 0
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Decorate 74(@entryPointOutput_Pos_out) BuiltIn Position
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Decorate 74(@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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@@ -282,28 +282,28 @@ Shader version: 500
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31: TypePointer Function 6(int)
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38: 6(int) Constant 2
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51: TypePointer Input 6(int)
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52(x0_in): 51(ptr) Variable Input
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52(vsin.x0_in): 51(ptr) Variable Input
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55: TypePointer Input 8(fvec4)
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56(Pos_in): 55(ptr) Variable Input
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59(x1_in): 51(ptr) Variable Input
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56(vsin.Pos_in): 55(ptr) Variable Input
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59(vsin.x1_in): 51(ptr) Variable Input
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66(VS_OUTPUT): TypeStruct 6(int) 6(int)
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67: TypePointer Output 66(VS_OUTPUT)
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68(@entryPointOutput): 67(ptr) Variable Output
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71: TypePointer Output 6(int)
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73: TypePointer Output 8(fvec4)
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74(@entryPointOutput_Pos_out): 73(ptr) Variable Output
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74(@entryPointOutput.Pos_out): 73(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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50(vsin): 10(ptr) Variable Function
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62(flattenTemp): 12(ptr) Variable Function
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63(param): 10(ptr) Variable Function
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53: 6(int) Load 52(x0_in)
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53: 6(int) Load 52(vsin.x0_in)
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54: 31(ptr) AccessChain 50(vsin) 30
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Store 54 53
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57: 8(fvec4) Load 56(Pos_in)
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57: 8(fvec4) Load 56(vsin.Pos_in)
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58: 23(ptr) AccessChain 50(vsin) 22
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Store 58 57
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60: 6(int) Load 59(x1_in)
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60: 6(int) Load 59(vsin.x1_in)
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61: 31(ptr) AccessChain 50(vsin) 38
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Store 61 60
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64: 9(VS_INPUT) Load 50(vsin)
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@@ -316,7 +316,7 @@ Shader version: 500
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Store 72 70
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75: 23(ptr) AccessChain 62(flattenTemp) 22
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76: 8(fvec4) Load 75
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Store 74(@entryPointOutput_Pos_out) 76
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Store 74(@entryPointOutput.Pos_out) 76
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77: 31(ptr) AccessChain 62(flattenTemp) 38
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78: 6(int) Load 77
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79: 71(ptr) AccessChain 68(@entryPointOutput) 22
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