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