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

@ -78,14 +78,14 @@ 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 2-element array of 2-component vector of float ClipRect})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 2-element array of 2-component vector of float ClipRect})
0:11 Function Call: @main(struct-VS_INPUT-vf41; ( temp structure{ temp 4-component vector of float Position, temp 2-element array of 2-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 2-element array of 2-component vector of float ClipRect})
0:11 Constant:
@ -93,7 +93,7 @@ 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)
@ -108,7 +108,7 @@ 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)
@ -123,7 +123,7 @@ 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)
@ -138,7 +138,7 @@ 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 3 (const int)
0:11 direct index ( temp float)
@ -152,9 +152,9 @@ Shader version: 500
0:11 Constant:
0:11 1 (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:
@ -239,14 +239,14 @@ 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 2-element array of 2-component vector of float ClipRect})
0:11 'flattenTemp' ( temp structure{ temp 4-component vector of float Position, temp 2-element array of 2-component vector of float ClipRect})
0:11 Function Call: @main(struct-VS_INPUT-vf41; ( temp structure{ temp 4-component vector of float Position, temp 2-element array of 2-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 2-element array of 2-component vector of float ClipRect})
0:11 Constant:
@ -254,7 +254,7 @@ 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)
@ -269,7 +269,7 @@ 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)
@ -284,7 +284,7 @@ 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)
@ -299,7 +299,7 @@ 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 3 (const int)
0:11 direct index ( temp float)
@ -313,9 +313,9 @@ Shader version: 500
0:11 Constant:
0:11 1 (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
@ -337,13 +337,13 @@ Shader version: 500
Name 15 "v"
Name 19 "Output"
Name 42 "v"
Name 44 "Position"
Name 44 "v.Position"
Name 47 "flattenTemp"
Name 51 "@entryPointOutput_Position"
Name 57 "@entryPointOutput_ClipRect"
Decorate 44(Position) Location 0
Decorate 51(@entryPointOutput_Position) BuiltIn Position
Decorate 57(@entryPointOutput_ClipRect) BuiltIn ClipDistance
Name 51 "@entryPointOutput.Position"
Name 57 "@entryPointOutput.ClipRect"
Decorate 44(v.Position) Location 0
Decorate 51(@entryPointOutput.Position) BuiltIn Position
Decorate 57(@entryPointOutput.ClipRect) BuiltIn ClipDistance
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -371,13 +371,13 @@ Shader version: 500
36: 6(float) Constant 1082130432
41: TypePointer Function 8(VS_INPUT)
43: TypePointer Input 7(fvec4)
44(Position): 43(ptr) Variable Input
44(v.Position): 43(ptr) Variable Input
50: TypePointer Output 7(fvec4)
51(@entryPointOutput_Position): 50(ptr) Variable Output
51(@entryPointOutput.Position): 50(ptr) Variable Output
54: 10(int) Constant 4
55: TypeArray 6(float) 54
56: TypePointer Output 55
57(@entryPointOutput_ClipRect): 56(ptr) Variable Output
57(@entryPointOutput.ClipRect): 56(ptr) Variable Output
60: TypePointer Output 6(float)
65: 20(int) Constant 2
69: 20(int) Constant 3
@ -385,7 +385,7 @@ Shader version: 500
5: Label
42(v): 41(ptr) Variable Function
47(flattenTemp): 18(ptr) Variable Function
45: 7(fvec4) Load 44(Position)
45: 7(fvec4) Load 44(v.Position)
46: 24(ptr) AccessChain 42(v) 21
Store 46 45
48: 8(VS_INPUT) Load 42(v)
@ -393,22 +393,22 @@ Shader version: 500
Store 47(flattenTemp) 49
52: 24(ptr) AccessChain 47(flattenTemp) 21
53: 7(fvec4) Load 52
Store 51(@entryPointOutput_Position) 53
Store 51(@entryPointOutput.Position) 53
58: 29(ptr) AccessChain 47(flattenTemp) 26 21 28
59: 6(float) Load 58
61: 60(ptr) AccessChain 57(@entryPointOutput_ClipRect) 21
61: 60(ptr) AccessChain 57(@entryPointOutput.ClipRect) 21
Store 61 59
62: 29(ptr) AccessChain 47(flattenTemp) 26 21 32
63: 6(float) Load 62
64: 60(ptr) AccessChain 57(@entryPointOutput_ClipRect) 26
64: 60(ptr) AccessChain 57(@entryPointOutput.ClipRect) 26
Store 64 63
66: 29(ptr) AccessChain 47(flattenTemp) 26 26 28
67: 6(float) Load 66
68: 60(ptr) AccessChain 57(@entryPointOutput_ClipRect) 65
68: 60(ptr) AccessChain 57(@entryPointOutput.ClipRect) 65
Store 68 67
70: 29(ptr) AccessChain 47(flattenTemp) 26 26 32
71: 6(float) Load 70
72: 60(ptr) AccessChain 57(@entryPointOutput_ClipRect) 69
72: 60(ptr) AccessChain 57(@entryPointOutput.ClipRect) 69
Store 72 71
Return
FunctionEnd