HLSL: Move debug naming to a simpler, more consistent, scheme.
This will help in expanding flattening and reducing splitting.
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3322dd8f99
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e516d4335f
138 changed files with 2276 additions and 2278 deletions
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@ -66,14 +66,14 @@ Shader version: 500
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0:? 'v' ( temp structure{ temp 4-component vector of float Position})
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0:11 Constant:
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0:11 0 (const int)
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0:? 'Position' (layout( location=0) in 4-component vector of float)
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0:? 'v.Position' (layout( location=0) in 4-component vector of float)
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0:11 Sequence
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0:11 move second child to first child ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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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})
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0:? 'v' ( temp structure{ temp 4-component vector of float Position})
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0:11 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
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0:11 Position: direct index for structure ( temp 4-component vector of float)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:11 Constant:
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@ -81,7 +81,7 @@ Shader version: 500
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0:? Sequence
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 0 (const int)
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0:11 direct index ( temp float)
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@ -93,7 +93,7 @@ Shader version: 500
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0:11 0 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 1 (const int)
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0:11 direct index ( temp float)
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@ -105,7 +105,7 @@ Shader version: 500
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0:11 1 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 2 (const int)
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0:11 direct index ( temp float)
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@ -117,7 +117,7 @@ Shader version: 500
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0:11 2 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 3 (const int)
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0:11 direct index ( temp float)
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@ -128,9 +128,9 @@ Shader version: 500
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0:11 Constant:
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0:11 3 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
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0:? 'Position' (layout( location=0) in 4-component vector of float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
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0:? 'v.Position' (layout( location=0) in 4-component vector of float)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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Linked vertex stage:
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@ -203,14 +203,14 @@ Shader version: 500
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0:? 'v' ( temp structure{ temp 4-component vector of float Position})
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0:11 Constant:
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0:11 0 (const int)
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0:? 'Position' (layout( location=0) in 4-component vector of float)
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0:? 'v.Position' (layout( location=0) in 4-component vector of float)
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0:11 Sequence
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0:11 move second child to first child ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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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})
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0:? 'v' ( temp structure{ temp 4-component vector of float Position})
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0:11 move second child to first child ( temp 4-component vector of float)
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0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
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0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
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0:11 Position: direct index for structure ( temp 4-component vector of float)
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0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 4-component vector of float ClipRect})
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0:11 Constant:
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@ -218,7 +218,7 @@ Shader version: 500
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0:? Sequence
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 0 (const int)
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0:11 direct index ( temp float)
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@ -230,7 +230,7 @@ Shader version: 500
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0:11 0 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 1 (const int)
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0:11 direct index ( temp float)
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@ -242,7 +242,7 @@ Shader version: 500
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0:11 1 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 2 (const int)
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0:11 direct index ( temp float)
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@ -254,7 +254,7 @@ Shader version: 500
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0:11 2 (const int)
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0:11 move second child to first child ( temp float)
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0:11 direct index ( temp float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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0:11 Constant:
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0:11 3 (const int)
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0:11 direct index ( temp float)
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@ -265,9 +265,9 @@ Shader version: 500
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0:11 Constant:
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0:11 3 (const int)
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0:? Linker Objects
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0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
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0:? 'Position' (layout( location=0) in 4-component vector of float)
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0:? '@entryPointOutput_ClipRect' ( out 4-element array of float ClipDistance)
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0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
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0:? 'v.Position' (layout( location=0) in 4-component vector of float)
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0:? '@entryPointOutput.ClipRect' ( out 4-element array of float ClipDistance)
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// Module Version 10000
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// Generated by (magic number): 80001
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@ -289,13 +289,13 @@ Shader version: 500
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Name 11 "v"
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Name 15 "Output"
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Name 41 "v"
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Name 43 "Position"
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Name 43 "v.Position"
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Name 46 "flattenTemp"
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Name 50 "@entryPointOutput_Position"
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Name 56 "@entryPointOutput_ClipRect"
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Decorate 43(Position) Location 0
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Decorate 50(@entryPointOutput_Position) BuiltIn Position
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Decorate 56(@entryPointOutput_ClipRect) BuiltIn ClipDistance
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Name 50 "@entryPointOutput.Position"
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Name 56 "@entryPointOutput.ClipRect"
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Decorate 43(v.Position) Location 0
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Decorate 50(@entryPointOutput.Position) BuiltIn Position
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Decorate 56(@entryPointOutput.ClipRect) BuiltIn ClipDistance
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2: TypeVoid
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3: TypeFunction 2
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6: TypeFloat 32
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@ -322,13 +322,13 @@ Shader version: 500
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35: 24(int) Constant 3
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40: TypePointer Function 8(VS_INPUT)
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42: TypePointer Input 7(fvec4)
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43(Position): 42(ptr) Variable Input
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43(v.Position): 42(ptr) Variable Input
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49: TypePointer Output 7(fvec4)
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50(@entryPointOutput_Position): 49(ptr) Variable Output
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50(@entryPointOutput.Position): 49(ptr) Variable Output
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53: 24(int) Constant 4
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54: TypeArray 6(float) 53
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55: TypePointer Output 54
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56(@entryPointOutput_ClipRect): 55(ptr) Variable Output
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56(@entryPointOutput.ClipRect): 55(ptr) Variable Output
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59: TypePointer Output 6(float)
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64: 16(int) Constant 2
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68: 16(int) Constant 3
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@ -336,7 +336,7 @@ Shader version: 500
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5: Label
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41(v): 40(ptr) Variable Function
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46(flattenTemp): 14(ptr) Variable Function
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44: 7(fvec4) Load 43(Position)
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44: 7(fvec4) Load 43(v.Position)
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45: 20(ptr) AccessChain 41(v) 17
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Store 45 44
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47: 8(VS_INPUT) Load 41(v)
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@ -344,22 +344,22 @@ Shader version: 500
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Store 46(flattenTemp) 48
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51: 20(ptr) AccessChain 46(flattenTemp) 17
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52: 7(fvec4) Load 51
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Store 50(@entryPointOutput_Position) 52
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Store 50(@entryPointOutput.Position) 52
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57: 26(ptr) AccessChain 46(flattenTemp) 22 25
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58: 6(float) Load 57
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60: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 17
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60: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 17
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Store 60 58
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61: 26(ptr) AccessChain 46(flattenTemp) 22 29
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62: 6(float) Load 61
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63: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 22
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63: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 22
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Store 63 62
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65: 26(ptr) AccessChain 46(flattenTemp) 22 32
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66: 6(float) Load 65
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67: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 64
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67: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 64
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Store 67 66
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69: 26(ptr) AccessChain 46(flattenTemp) 22 35
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70: 6(float) Load 69
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71: 59(ptr) AccessChain 56(@entryPointOutput_ClipRect) 68
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71: 59(ptr) AccessChain 56(@entryPointOutput.ClipRect) 68
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Store 71 70
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Return
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FunctionEnd
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