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

@ -143,7 +143,7 @@ Shader version: 500
0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
0:29 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)
0:29 position: direct index for structure ( temp 4-component vector of float)
0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
0:29 Constant:
@ -158,7 +158,7 @@ Shader version: 500
0:29 Constant:
0:29 1 (const int)
0:? Linker Objects
0:? '@entryPointOutput_position' ( out 4-component vector of float Position)
0:? '@entryPointOutput.position' ( out 4-component vector of float Position)
0:? '@entryPointOutput' (layout( location=0) out structure{ temp 2-component vector of float texCoord})
@ -309,7 +309,7 @@ Shader version: 500
0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
0:29 Function Call: @main( ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
0:29 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)
0:29 position: direct index for structure ( temp 4-component vector of float)
0:29 'flattenTemp' ( temp structure{ temp 4-component vector of float position, temp 2-component vector of float texCoord})
0:29 Constant:
@ -324,7 +324,7 @@ Shader version: 500
0:29 Constant:
0:29 1 (const int)
0:? Linker Objects
0:? '@entryPointOutput_position' ( out 4-component vector of float Position)
0:? '@entryPointOutput.position' ( out 4-component vector of float Position)
0:? '@entryPointOutput' (layout( location=0) out structure{ temp 2-component vector of float texCoord})
// Module Version 10000
@ -359,11 +359,11 @@ Shader version: 500
Name 96 "v4"
Name 98 "v5"
Name 105 "flattenTemp"
Name 108 "@entryPointOutput_position"
Name 108 "@entryPointOutput.position"
Name 114 "VertexOut"
MemberName 114(VertexOut) 0 "texCoord"
Name 116 "@entryPointOutput"
Decorate 108(@entryPointOutput_position) BuiltIn Position
Decorate 108(@entryPointOutput.position) BuiltIn Position
Decorate 116(@entryPointOutput) Location 0
2: TypeVoid
3: TypeFunction 2
@ -391,7 +391,7 @@ Shader version: 500
101: 8(fvec2) ConstantComposite 59 59
102:9(VertexOut) ConstantComposite 100 101
107: TypePointer Output 7(fvec4)
108(@entryPointOutput_position): 107(ptr) Variable Output
108(@entryPointOutput.position): 107(ptr) Variable Output
109: TypeInt 32 1
110: 109(int) Constant 0
111: TypePointer Function 7(fvec4)
@ -408,7 +408,7 @@ Shader version: 500
Store 105(flattenTemp) 106
112: 111(ptr) AccessChain 105(flattenTemp) 110
113: 7(fvec4) Load 112
Store 108(@entryPointOutput_position) 113
Store 108(@entryPointOutput.position) 113
119: 118(ptr) AccessChain 105(flattenTemp) 117
120: 8(fvec2) Load 119
122: 121(ptr) AccessChain 116(@entryPointOutput) 110