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

@ -48,7 +48,7 @@ Shader version: 500
0:? Sequence
0:7 Sequence
0:7 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)
0:7 Position: direct index for structure ( temp 4-component vector of float)
0:7 Function Call: @main(vf3;f1; ( temp structure{ temp 4-component vector of float Position})
0:? 'clip0' ( temp 3-component vector of float)
@ -91,7 +91,7 @@ Shader version: 500
0:7 3 (const int)
0:? 'clip1' ( temp float)
0:? Linker Objects
0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
0:? 'clip0' ( out 4-element array of float ClipDistance)
@ -147,7 +147,7 @@ Shader version: 500
0:? Sequence
0:7 Sequence
0:7 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)
0:7 Position: direct index for structure ( temp 4-component vector of float)
0:7 Function Call: @main(vf3;f1; ( temp structure{ temp 4-component vector of float Position})
0:? 'clip0' ( temp 3-component vector of float)
@ -190,7 +190,7 @@ Shader version: 500
0:7 3 (const int)
0:? 'clip1' ( temp float)
0:? Linker Objects
0:? '@entryPointOutput_Position' ( out 4-component vector of float Position)
0:? '@entryPointOutput.Position' ( out 4-component vector of float Position)
0:? 'clip0' ( out 4-element array of float ClipDistance)
// Module Version 10000
@ -210,13 +210,13 @@ Shader version: 500
Name 13 "clip0"
Name 14 "clip1"
Name 18 "Output"
Name 39 "@entryPointOutput_Position"
Name 39 "@entryPointOutput.Position"
Name 40 "clip0"
Name 41 "clip1"
Name 42 "param"
Name 43 "param"
Name 51 "clip0"
Decorate 39(@entryPointOutput_Position) BuiltIn Position
Decorate 39(@entryPointOutput.Position) BuiltIn Position
Decorate 51(clip0) BuiltIn ClipDistance
2: TypeVoid
3: TypeFunction 2
@ -241,7 +241,7 @@ Shader version: 500
32: 25(int) Constant 2
34: 6(float) Constant 1077936128
38: TypePointer Output 10(fvec4)
39(@entryPointOutput_Position): 38(ptr) Variable Output
39(@entryPointOutput.Position): 38(ptr) Variable Output
48: 25(int) Constant 4
49: TypeArray 6(float) 48
50: TypePointer Output 49
@ -262,7 +262,7 @@ Shader version: 500
46: 6(float) Load 43(param)
Store 41(clip1) 46
47: 10(fvec4) CompositeExtract 44 0
Store 39(@entryPointOutput_Position) 47
Store 39(@entryPointOutput.Position) 47
52: 9(ptr) AccessChain 40(clip0) 26
53: 6(float) Load 52
55: 54(ptr) AccessChain 51(clip0) 20