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

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