HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
This commit is contained in:
@@ -28,13 +28,13 @@ Shader version: 500
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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0:16 Constant:
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0:16 0 (const int)
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0:? 'Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:16 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=1) in 4-component vector of float)
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:16 Pos: direct index for structure ( temp 4-component vector of float)
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0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos})
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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@@ -42,8 +42,8 @@ Shader version: 500
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? 'Pos_in' (layout( location=0) in 4-component vector of float)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 4-component vector of float)
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@@ -79,13 +79,13 @@ Shader version: 500
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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0:16 Constant:
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0:16 0 (const int)
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0:? 'Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:16 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=1) in 4-component vector of float)
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0:16 Sequence
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0:16 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:16 Pos: direct index for structure ( temp 4-component vector of float)
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0:16 Function Call: @main(struct-VS_INPUT-vf41;vf4; ( temp structure{ temp 4-component vector of float Pos})
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0:? 'vsin' ( temp structure{ temp 4-component vector of float Pos_in})
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@@ -93,8 +93,8 @@ Shader version: 500
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0:16 Constant:
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0:16 0 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Pos' ( out 4-component vector of float Position)
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0:? 'Pos_in' (layout( location=0) in 4-component vector of float)
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0:? '@entryPointOutput.Pos' ( out 4-component vector of float Position)
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0:? 'vsin.Pos_in' (layout( location=0) in 4-component vector of float)
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0:? 'Pos_loose' (layout( location=1) in 4-component vector of float)
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// Module Version 10000
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@@ -116,15 +116,15 @@ Shader version: 500
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Name 14 "Pos_loose"
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Name 18 "vsout"
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Name 29 "vsin"
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Name 31 "Pos_in"
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Name 31 "vsin.Pos_in"
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Name 34 "Pos_loose"
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Name 35 "Pos_loose"
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Name 38 "@entryPointOutput_Pos"
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Name 38 "@entryPointOutput.Pos"
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Name 39 "param"
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Name 41 "param"
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Decorate 31(Pos_in) Location 0
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Decorate 31(vsin.Pos_in) Location 0
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Decorate 35(Pos_loose) Location 1
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Decorate 38(@entryPointOutput_Pos) BuiltIn Position
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Decorate 38(@entryPointOutput.Pos) BuiltIn Position
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@@ -138,17 +138,17 @@ Shader version: 500
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19: TypeInt 32 1
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20: 19(int) Constant 0
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30: TypePointer Input 7(fvec4)
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31(Pos_in): 30(ptr) Variable Input
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31(vsin.Pos_in): 30(ptr) Variable Input
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35(Pos_loose): 30(ptr) Variable Input
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37: TypePointer Output 7(fvec4)
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38(@entryPointOutput_Pos): 37(ptr) Variable Output
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38(@entryPointOutput.Pos): 37(ptr) Variable Output
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4(main): 2 Function None 3
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5: Label
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29(vsin): 9(ptr) Variable Function
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34(Pos_loose): 10(ptr) Variable Function
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39(param): 9(ptr) Variable Function
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41(param): 10(ptr) Variable Function
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32: 7(fvec4) Load 31(Pos_in)
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32: 7(fvec4) Load 31(vsin.Pos_in)
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33: 10(ptr) AccessChain 29(vsin) 20
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Store 33 32
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36: 7(fvec4) Load 35(Pos_loose)
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@@ -159,7 +159,7 @@ Shader version: 500
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Store 41(param) 42
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43:11(VS_OUTPUT) FunctionCall 15(@main(struct-VS_INPUT-vf41;vf4;) 39(param) 41(param)
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44: 7(fvec4) CompositeExtract 43 0
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Store 38(@entryPointOutput_Pos) 44
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Store 38(@entryPointOutput.Pos) 44
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Return
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FunctionEnd
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15(@main(struct-VS_INPUT-vf41;vf4;):11(VS_OUTPUT) Function None 12
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