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

@ -66,14 +66,14 @@ Shader version: 500
0:? 'v' ( temp structure{ temp 4-component vector of float Position})
0:11 Constant:
0:11 0 (const int)
0:? 'Position' (layout( location=0) in 4-component vector of float)
0:? 'v.Position' (layout( location=0) in 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:11 Function Call: @main(struct-VS_INPUT-vf41; ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:? 'v' ( temp structure{ temp 4-component vector of float Position})
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
0:11 Position: direct index for structure ( temp 4-component vector of float)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:11 Constant:
@ -81,7 +81,7 @@ Shader version: 500
0:? Sequence
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 0 (const int)
0:11 direct index ( temp float)
@ -93,7 +93,7 @@ Shader version: 500
0:11 0 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 1 (const int)
0:11 direct index ( temp float)
@ -105,7 +105,7 @@ Shader version: 500
0:11 1 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 2 (const int)
0:11 direct index ( temp float)
@ -117,7 +117,7 @@ Shader version: 500
0:11 2 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 3 (const int)
0:11 direct index ( temp float)
@ -128,9 +128,9 @@ Shader version: 500
0:11 Constant:
0:11 3 (const int)
0:? Linker Objects
0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
0:? 'Position' (layout( location=0) in 4-component vector of float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
0:? 'v.Position' (layout( location=0) in 4-component vector of float)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
Linked vertex stage:
@ -203,14 +203,14 @@ Shader version: 500
0:? 'v' ( temp structure{ temp 4-component vector of float Position})
0:11 Constant:
0:11 0 (const int)
0:? 'Position' (layout( location=0) in 4-component vector of float)
0:? 'v.Position' (layout( location=0) in 4-component vector of float)
0:11 Sequence
0:11 move second child to first child ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:11 Function Call: @main(struct-VS_INPUT-vf41; ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:? 'v' ( temp structure{ temp 4-component vector of float Position})
0:11 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
0:11 Position: direct index for structure ( temp 4-component vector of float)
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
0:11 Constant:
@ -218,7 +218,7 @@ Shader version: 500
0:? Sequence
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 0 (const int)
0:11 direct index ( temp float)
@ -230,7 +230,7 @@ Shader version: 500
0:11 0 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 1 (const int)
0:11 direct index ( temp float)
@ -242,7 +242,7 @@ Shader version: 500
0:11 1 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 2 (const int)
0:11 direct index ( temp float)
@ -254,7 +254,7 @@ Shader version: 500
0:11 2 (const int)
0:11 move second child to first child ( temp float)
0:11 direct index ( temp float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
0:11 Constant:
0:11 3 (const int)
0:11 direct index ( temp float)
@ -265,9 +265,9 @@ Shader version: 500
0:11 Constant:
0:11 3 (const int)
0:? Linker Objects
0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
0:? 'Position' (layout( location=0) in 4-component vector of float)
0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
0:? 'v.Position' (layout( location=0) in 4-component vector of float)
0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
// Module Version 10000
// Generated by (magic number): 80001
@ -289,13 +289,13 @@ Shader version: 500
Name 11 "v"
Name 15 "Output"
Name 41 "v"
Name 43 "Position"
Name 43 "v.Position"
Name 46 "flattenTemp"
Name 50 "@entryPointOutput_Position"
Name 56 "@entryPointOutput_ClipRect"
Decorate 43(Position) Location 0
Decorate 50(@entryPointOutput_Position) BuiltIn Position
Decorate 56(@entryPointOutput_ClipRect) BuiltIn ClipDistance
Name 50 "@entryPointOutput.Position"
Name 56 "@entryPointOutput.ClipRect"
Decorate 43(v.Position) Location 0
Decorate 50(@entryPointOutput.Position) BuiltIn Position
Decorate 56(@entryPointOutput.ClipRect) BuiltIn ClipDistance
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -322,13 +322,13 @@ Shader version: 500
35: 24(int) Constant 3
40: TypePointer Function 8(VS_INPUT)
42: TypePointer Input 7(fvec4)
43(Position): 42(ptr) Variable Input
43(v.Position): 42(ptr) Variable Input
49: TypePointer Output 7(fvec4)
50(@entryPointOutput_Position): 49(ptr) Variable Output
50(@entryPointOutput.Position): 49(ptr) Variable Output
53: 24(int) Constant 4
54: TypeArray 6(float) 53
55: TypePointer Output 54
56(@entryPointOutput_ClipRect): 55(ptr) Variable Output
56(@entryPointOutput.ClipRect): 55(ptr) Variable Output
59: TypePointer Output 6(float)
64: 16(int) Constant 2
68: 16(int) Constant 3
@ -336,7 +336,7 @@ Shader version: 500
5: Label
41(v): 40(ptr) Variable Function
46(flattenTemp): 14(ptr) Variable Function
44: 7(fvec4) Load 43(Position)
44: 7(fvec4) Load 43(v.Position)
45: 20(ptr) AccessChain 41(v) 17
Store 45 44
47: 8(VS_INPUT) Load 41(v)
@ -344,22 +344,22 @@ Shader version: 500
Store 46(flattenTemp) 48
51: 20(ptr) AccessChain 46(flattenTemp) 17
52: 7(fvec4) Load 51
Store 50(@entryPointOutput_Position) 52
Store 50(@entryPointOutput.Position) 52
57: 26(ptr) AccessChain 46(flattenTemp) 22 25
58: 6(float) Load 57
60: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 17
60: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 17
Store 60 58
61: 26(ptr) AccessChain 46(flattenTemp) 22 29
62: 6(float) Load 61
63: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 22
63: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 22
Store 63 62
65: 26(ptr) AccessChain 46(flattenTemp) 22 32
66: 6(float) Load 65
67: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 64
67: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 64
Store 67 66
69: 26(ptr) AccessChain 46(flattenTemp) 22 35
70: 6(float) Load 69
71: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 68
71: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 68
Store 71 70
Return
FunctionEnd