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

@ -93,7 +93,7 @@ Shader version: 500
0:8 0 (const int)
0:8 Constant:
0:8 0 (const int)
0:? 'm[0]' (layout( location=1) in 4-component vector of float)
0:? 'vi.m[0]' (layout( location=1) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:8 direct index ( temp 4-component vector of float)
0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float)
@ -102,19 +102,19 @@ Shader version: 500
0:8 0 (const int)
0:8 Constant:
0:8 1 (const int)
0:? 'm[1]' (layout( location=2) in 4-component vector of float)
0:? 'vi.m[1]' (layout( location=2) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:8 coord: direct index for structure ( temp 4-component vector of float)
0:? 'vi' ( temp structure{ temp 2-element array of 4-component vector of float m, temp 4-component vector of float coord, temp 4-component vector of float b})
0:8 Constant:
0:8 1 (const int)
0:? 'coord' (layout( location=3) in 4-component vector of float)
0:? 'vi.coord' (layout( location=3) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:8 b: direct index for structure ( temp 4-component vector of float)
0:? 'vi' ( temp structure{ temp 2-element array of 4-component vector of float m, temp 4-component vector of float coord, temp 4-component vector of float b})
0:8 Constant:
0:8 2 (const int)
0:? 'b' (layout( location=4) in 4-component vector of float)
0:? 'vi.b' (layout( location=4) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'e' ( temp 4-component vector of float)
0:? 'e' (layout( location=5) in 4-component vector of float)
@ -135,7 +135,7 @@ Shader version: 500
0:8 Constant:
0:8 0 (const int)
0:8 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput_coord' ( out 4-component vector of float Position)
0:? '@entryPointOutput.coord' ( out 4-component vector of float Position)
0:8 coord: direct index for structure ( temp 4-component vector of float)
0:8 'flattenTemp' ( temp structure{ temp 2-element array of 4-component vector of float m, temp 4-component vector of float coord, temp 4-component vector of float b})
0:8 Constant:
@ -150,13 +150,13 @@ Shader version: 500
0:8 Constant:
0:8 2 (const int)
0:? Linker Objects
0:? '@entryPointOutput_coord' ( out 4-component vector of float Position)
0:? '@entryPointOutput.coord' ( out 4-component vector of float Position)
0:? '@entryPointOutput' (layout( location=0) out structure{ temp 2-element array of 4-component vector of float m, smooth temp 4-component vector of float b})
0:? 'd' (layout( location=0) in 4-component vector of float)
0:? 'm[0]' (layout( location=1) in 4-component vector of float)
0:? 'm[1]' (layout( location=2) in 4-component vector of float)
0:? 'coord' (layout( location=3) in 4-component vector of float)
0:? 'b' (layout( location=4) in 4-component vector of float)
0:? 'vi.m[0]' (layout( location=1) in 4-component vector of float)
0:? 'vi.m[1]' (layout( location=2) in 4-component vector of float)
0:? 'vi.coord' (layout( location=3) in 4-component vector of float)
0:? 'vi.b' (layout( location=4) in 4-component vector of float)
0:? 'e' (layout( location=5) in 4-component vector of float)
@ -257,7 +257,7 @@ Shader version: 500
0:8 0 (const int)
0:8 Constant:
0:8 0 (const int)
0:? 'm[0]' (layout( location=1) in 4-component vector of float)
0:? 'vi.m[0]' (layout( location=1) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:8 direct index ( temp 4-component vector of float)
0:8 m: direct index for structure ( temp 2-element array of 4-component vector of float)
@ -266,19 +266,19 @@ Shader version: 500
0:8 0 (const int)
0:8 Constant:
0:8 1 (const int)
0:? 'm[1]' (layout( location=2) in 4-component vector of float)
0:? 'vi.m[1]' (layout( location=2) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:8 coord: direct index for structure ( temp 4-component vector of float)
0:? 'vi' ( temp structure{ temp 2-element array of 4-component vector of float m, temp 4-component vector of float coord, temp 4-component vector of float b})
0:8 Constant:
0:8 1 (const int)
0:? 'coord' (layout( location=3) in 4-component vector of float)
0:? 'vi.coord' (layout( location=3) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:8 b: direct index for structure ( temp 4-component vector of float)
0:? 'vi' ( temp structure{ temp 2-element array of 4-component vector of float m, temp 4-component vector of float coord, temp 4-component vector of float b})
0:8 Constant:
0:8 2 (const int)
0:? 'b' (layout( location=4) in 4-component vector of float)
0:? 'vi.b' (layout( location=4) in 4-component vector of float)
0:8 move second child to first child ( temp 4-component vector of float)
0:? 'e' ( temp 4-component vector of float)
0:? 'e' (layout( location=5) in 4-component vector of float)
@ -299,7 +299,7 @@ Shader version: 500
0:8 Constant:
0:8 0 (const int)
0:8 move second child to first child ( temp 4-component vector of float)
0:? '@entryPointOutput_coord' ( out 4-component vector of float Position)
0:? '@entryPointOutput.coord' ( out 4-component vector of float Position)
0:8 coord: direct index for structure ( temp 4-component vector of float)
0:8 'flattenTemp' ( temp structure{ temp 2-element array of 4-component vector of float m, temp 4-component vector of float coord, temp 4-component vector of float b})
0:8 Constant:
@ -314,13 +314,13 @@ Shader version: 500
0:8 Constant:
0:8 2 (const int)
0:? Linker Objects
0:? '@entryPointOutput_coord' ( out 4-component vector of float Position)
0:? '@entryPointOutput.coord' ( out 4-component vector of float Position)
0:? '@entryPointOutput' (layout( location=0) out structure{ temp 2-element array of 4-component vector of float m, smooth temp 4-component vector of float b})
0:? 'd' (layout( location=0) in 4-component vector of float)
0:? 'm[0]' (layout( location=1) in 4-component vector of float)
0:? 'm[1]' (layout( location=2) in 4-component vector of float)
0:? 'coord' (layout( location=3) in 4-component vector of float)
0:? 'b' (layout( location=4) in 4-component vector of float)
0:? 'vi.m[0]' (layout( location=1) in 4-component vector of float)
0:? 'vi.m[1]' (layout( location=2) in 4-component vector of float)
0:? 'vi.coord' (layout( location=3) in 4-component vector of float)
0:? 'vi.b' (layout( location=4) in 4-component vector of float)
0:? 'e' (layout( location=5) in 4-component vector of float)
// Module Version 10000
@ -345,10 +345,10 @@ Shader version: 500
Name 53 "d"
Name 55 "d"
Name 57 "vi"
Name 58 "m[0]"
Name 61 "m[1]"
Name 64 "coord"
Name 67 "b"
Name 58 "vi.m[0]"
Name 61 "vi.m[1]"
Name 64 "vi.coord"
Name 67 "vi.b"
Name 70 "e"
Name 71 "e"
Name 73 "flattenTemp"
@ -359,15 +359,15 @@ Shader version: 500
MemberName 81(VI) 0 "m"
MemberName 81(VI) 1 "b"
Name 83 "@entryPointOutput"
Name 90 "@entryPointOutput_coord"
Name 90 "@entryPointOutput.coord"
Decorate 55(d) Location 0
Decorate 58(m[0]) Location 1
Decorate 61(m[1]) Location 2
Decorate 64(coord) Location 3
Decorate 67(b) Location 4
Decorate 58(vi.m[0]) Location 1
Decorate 61(vi.m[1]) Location 2
Decorate 64(vi.coord) Location 3
Decorate 67(vi.b) Location 4
Decorate 71(e) Location 5
Decorate 83(@entryPointOutput) Location 0
Decorate 90(@entryPointOutput_coord) BuiltIn Position
Decorate 90(@entryPointOutput.coord) BuiltIn Position
2: TypeVoid
3: TypeFunction 2
6: TypeFloat 32
@ -393,10 +393,10 @@ Shader version: 500
48: 7(fvec4) ConstantComposite 47 47 47 47
54: TypePointer Input 7(fvec4)
55(d): 54(ptr) Variable Input
58(m[0]): 54(ptr) Variable Input
61(m[1]): 54(ptr) Variable Input
64(coord): 54(ptr) Variable Input
67(b): 54(ptr) Variable Input
58(vi.m[0]): 54(ptr) Variable Input
61(vi.m[1]): 54(ptr) Variable Input
64(vi.coord): 54(ptr) Variable Input
67(vi.b): 54(ptr) Variable Input
71(e): 54(ptr) Variable Input
81(VI): TypeStruct 11 7(fvec4)
82: TypePointer Output 81(VI)
@ -404,7 +404,7 @@ Shader version: 500
84: TypePointer Function 11
87: TypePointer Output 11
89: TypePointer Output 7(fvec4)
90(@entryPointOutput_coord): 89(ptr) Variable Output
90(@entryPointOutput.coord): 89(ptr) Variable Output
4(main): 2 Function None 3
5: Label
53(d): 8(ptr) Variable Function
@ -416,16 +416,16 @@ Shader version: 500
78(param): 8(ptr) Variable Function
56: 7(fvec4) Load 55(d)
Store 53(d) 56
59: 7(fvec4) Load 58(m[0])
59: 7(fvec4) Load 58(vi.m[0])
60: 8(ptr) AccessChain 57(vi) 23 23
Store 60 59
62: 7(fvec4) Load 61(m[1])
62: 7(fvec4) Load 61(vi.m[1])
63: 8(ptr) AccessChain 57(vi) 23 24
Store 63 62
65: 7(fvec4) Load 64(coord)
65: 7(fvec4) Load 64(vi.coord)
66: 8(ptr) AccessChain 57(vi) 24
Store 66 65
68: 7(fvec4) Load 67(b)
68: 7(fvec4) Load 67(vi.b)
69: 8(ptr) AccessChain 57(vi) 22
Store 69 68
72: 7(fvec4) Load 71(e)
@ -444,7 +444,7 @@ Shader version: 500
Store 88 86
91: 8(ptr) AccessChain 73(flattenTemp) 24
92: 7(fvec4) Load 91
Store 90(@entryPointOutput_coord) 92
Store 90(@entryPointOutput.coord) 92
93: 8(ptr) AccessChain 73(flattenTemp) 22
94: 7(fvec4) Load 93
95: 89(ptr) AccessChain 83(@entryPointOutput) 24