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

@@ -60,19 +60,19 @@ Shader version: 500
0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:22 Constant:
0:22 0 (const int)
0:? 'x0_in' (layout( location=0) in int)
0:? 'vsin.x0_in' (layout( location=0) in int)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 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})
0:22 Constant:
0:22 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)
0:22 move second child to first child ( temp int)
0:22 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})
0:22 Constant:
0:22 2 (const int)
0:? 'x1_in' (layout( location=2) in int)
0:? 'vsin.x1_in' (layout( location=2) in int)
0:22 Sequence
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})
0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
@@ -88,7 +88,7 @@ Shader version: 500
0:22 Constant:
0:22 0 (const int)
0:22 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)
0:22 Pos_out: direct index for structure ( temp 4-component vector of float)
0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:22 Constant:
@@ -103,11 +103,11 @@ Shader version: 500
0:22 Constant:
0:22 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)
Linked vertex stage:
@@ -174,19 +174,19 @@ Shader version: 500
0:? 'vsin' ( temp structure{ temp int x0_in, temp 4-component vector of float Pos_in, temp int x1_in})
0:22 Constant:
0:22 0 (const int)
0:? 'x0_in' (layout( location=0) in int)
0:? 'vsin.x0_in' (layout( location=0) in int)
0:22 move second child to first child ( temp 4-component vector of float)
0:22 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})
0:22 Constant:
0:22 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)
0:22 move second child to first child ( temp int)
0:22 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})
0:22 Constant:
0:22 2 (const int)
0:? 'x1_in' (layout( location=2) in int)
0:? 'vsin.x1_in' (layout( location=2) in int)
0:22 Sequence
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})
0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
@@ -202,7 +202,7 @@ Shader version: 500
0:22 Constant:
0:22 0 (const int)
0:22 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)
0:22 Pos_out: direct index for structure ( temp 4-component vector of float)
0:22 'flattenTemp' ( temp structure{ temp int x0_out, temp 4-component vector of float Pos_out, temp int x1_out})
0:22 Constant:
@@ -217,11 +217,11 @@ Shader version: 500
0:22 Constant:
0:22 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)
// Module Version 10000
// Generated by (magic number): 80001
@@ -250,21 +250,21 @@ Shader version: 500
Name 42 "param"
Name 44 "param"
Name 50 "vsin"
Name 52 "x0_in"
Name 56 "Pos_in"
Name 59 "x1_in"
Name 52 "vsin.x0_in"
Name 56 "vsin.Pos_in"
Name 59 "vsin.x1_in"
Name 62 "flattenTemp"
Name 63 "param"
Name 66 "VS_OUTPUT"
MemberName 66(VS_OUTPUT) 0 "x0_out"
MemberName 66(VS_OUTPUT) 1 "x1_out"
Name 68 "@entryPointOutput"
Name 74 "@entryPointOutput_Pos_out"
Decorate 52(x0_in) Location 0
Decorate 56(Pos_in) Location 1
Decorate 59(x1_in) Location 2
Name 74 "@entryPointOutput.Pos_out"
Decorate 52(vsin.x0_in) Location 0
Decorate 56(vsin.Pos_in) Location 1
Decorate 59(vsin.x1_in) Location 2
Decorate 68(@entryPointOutput) Location 0
Decorate 74(@entryPointOutput_Pos_out) BuiltIn Position
Decorate 74(@entryPointOutput.Pos_out) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeInt 32 1
@@ -282,28 +282,28 @@ Shader version: 500
31: TypePointer Function 6(int)
38: 6(int) Constant 2
51: TypePointer Input 6(int)
52(x0_in): 51(ptr) Variable Input
52(vsin.x0_in): 51(ptr) Variable Input
55: TypePointer Input 8(fvec4)
56(Pos_in): 55(ptr) Variable Input
59(x1_in): 51(ptr) Variable Input
56(vsin.Pos_in): 55(ptr) Variable Input
59(vsin.x1_in): 51(ptr) Variable Input
66(VS_OUTPUT): TypeStruct 6(int) 6(int)
67: TypePointer Output 66(VS_OUTPUT)
68(@entryPointOutput): 67(ptr) Variable Output
71: TypePointer Output 6(int)
73: TypePointer Output 8(fvec4)
74(@entryPointOutput_Pos_out): 73(ptr) Variable Output
74(@entryPointOutput.Pos_out): 73(ptr) Variable Output
4(main): 2 Function None 3
5: Label
50(vsin): 10(ptr) Variable Function
62(flattenTemp): 12(ptr) Variable Function
63(param): 10(ptr) Variable Function
53: 6(int) Load 52(x0_in)
53: 6(int) Load 52(vsin.x0_in)
54: 31(ptr) AccessChain 50(vsin) 30
Store 54 53
57: 8(fvec4) Load 56(Pos_in)
57: 8(fvec4) Load 56(vsin.Pos_in)
58: 23(ptr) AccessChain 50(vsin) 22
Store 58 57
60: 6(int) Load 59(x1_in)
60: 6(int) Load 59(vsin.x1_in)
61: 31(ptr) AccessChain 50(vsin) 38
Store 61 60
64: 9(VS_INPUT) Load 50(vsin)
@@ -316,7 +316,7 @@ Shader version: 500
Store 72 70
75: 23(ptr) AccessChain 62(flattenTemp) 22
76: 8(fvec4) Load 75
Store 74(@entryPointOutput_Pos_out) 76
Store 74(@entryPointOutput.Pos_out) 76
77: 31(ptr) AccessChain 62(flattenTemp) 38
78: 6(int) Load 77
79: 71(ptr) AccessChain 68(@entryPointOutput) 22