msl: Overload matrix-vector arithmetic operators

These operators are not defined in the metal namespace when the vector
operands are packed.

Fixed: tint:1121
Change-Id: I2e8f4302e08117ca41bac6c05fb24a70d1215740
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/62480
Kokoro: Kokoro <noreply+kokoro@google.com>
Auto-Submit: James Price <jrprice@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
This commit is contained in:
James Price
2021-08-23 21:45:23 +00:00
parent 46978033a7
commit 85d2e448de
38 changed files with 1687 additions and 0 deletions

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@@ -0,0 +1,11 @@
[[block]]
struct S {
matrix : mat3x2<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data: S;
[[stage(fragment)]]
fn main() {
let x = data.matrix * data.vector;
}

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@@ -0,0 +1,18 @@
cbuffer cbuffer_data : register(b0, space0) {
uint4 data[3];
};
float3x2 tint_symbol_2(uint4 buffer[3], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
uint4 ubo_load = buffer[scalar_offset / 4];
const uint scalar_offset_1 = ((offset + 8u)) / 4;
uint4 ubo_load_1 = buffer[scalar_offset_1 / 4];
const uint scalar_offset_2 = ((offset + 16u)) / 4;
uint4 ubo_load_2 = buffer[scalar_offset_2 / 4];
return float3x2(asfloat(((scalar_offset & 2) ? ubo_load.zw : ubo_load.xy)), asfloat(((scalar_offset_1 & 2) ? ubo_load_1.zw : ubo_load_1.xy)), asfloat(((scalar_offset_2 & 2) ? ubo_load_2.zw : ubo_load_2.xy)));
}
void main() {
const float2 x = mul(asfloat(data[2].xyz), tint_symbol_2(data, 0u));
return;
}

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@@ -0,0 +1,26 @@
#include <metal_stdlib>
using namespace metal;
template<typename T, int N, int M>
inline auto operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
return lhs * vec<T, N>(rhs);
}
template<typename T, int N, int M>
inline auto operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
return vec<T, M>(lhs) * rhs;
}
struct S {
/* 0x0000 */ float3x2 tint_symbol;
/* 0x0018 */ int8_t tint_pad[8];
/* 0x0020 */ packed_float3 vector;
/* 0x002c */ int8_t tint_pad_1[4];
};
fragment void tint_symbol_1(constant S& data [[buffer(0)]]) {
float2 const x = (data.tint_symbol * data.vector);
return;
}

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@@ -0,0 +1,45 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 22
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %S "S"
OpMemberName %S 0 "matrix"
OpMemberName %S 1 "vector"
OpName %data "data"
OpName %main "main"
OpDecorate %S Block
OpMemberDecorate %S 0 Offset 0
OpMemberDecorate %S 0 ColMajor
OpMemberDecorate %S 0 MatrixStride 8
OpMemberDecorate %S 1 Offset 32
OpDecorate %data NonWritable
OpDecorate %data DescriptorSet 0
OpDecorate %data Binding 0
%float = OpTypeFloat 32
%v2float = OpTypeVector %float 2
%mat3v2float = OpTypeMatrix %v2float 3
%v3float = OpTypeVector %float 3
%S = OpTypeStruct %mat3v2float %v3float
%_ptr_Uniform_S = OpTypePointer Uniform %S
%data = OpVariable %_ptr_Uniform_S Uniform
%void = OpTypeVoid
%8 = OpTypeFunction %void
%uint = OpTypeInt 32 0
%uint_0 = OpConstant %uint 0
%_ptr_Uniform_mat3v2float = OpTypePointer Uniform %mat3v2float
%uint_1 = OpConstant %uint 1
%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float
%main = OpFunction %void None %8
%11 = OpLabel
%15 = OpAccessChain %_ptr_Uniform_mat3v2float %data %uint_0
%16 = OpLoad %mat3v2float %15
%19 = OpAccessChain %_ptr_Uniform_v3float %data %uint_1
%20 = OpLoad %v3float %19
%21 = OpMatrixTimesVector %v2float %16 %20
OpReturn
OpFunctionEnd

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@@ -0,0 +1,12 @@
[[block]]
struct S {
matrix : mat3x2<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data : S;
[[stage(fragment)]]
fn main() {
let x = (data.matrix * data.vector);
}

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@@ -0,0 +1,11 @@
[[block]]
struct S {
matrix : mat3x3<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data: S;
[[stage(fragment)]]
fn main() {
let x = data.matrix * data.vector;
}

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@@ -0,0 +1,15 @@
cbuffer cbuffer_data : register(b0, space0) {
uint4 data[4];
};
float3x3 tint_symbol_2(uint4 buffer[4], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
const uint scalar_offset_2 = ((offset + 32u)) / 4;
return float3x3(asfloat(buffer[scalar_offset / 4].xyz), asfloat(buffer[scalar_offset_1 / 4].xyz), asfloat(buffer[scalar_offset_2 / 4].xyz));
}
void main() {
const float3 x = mul(asfloat(data[3].xyz), tint_symbol_2(data, 0u));
return;
}

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@@ -0,0 +1,25 @@
#include <metal_stdlib>
using namespace metal;
template<typename T, int N, int M>
inline auto operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
return lhs * vec<T, N>(rhs);
}
template<typename T, int N, int M>
inline auto operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
return vec<T, M>(lhs) * rhs;
}
struct S {
/* 0x0000 */ float3x3 tint_symbol;
/* 0x0030 */ packed_float3 vector;
/* 0x003c */ int8_t tint_pad[4];
};
fragment void tint_symbol_1(constant S& data [[buffer(0)]]) {
float3 const x = (data.tint_symbol * data.vector);
return;
}

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@@ -0,0 +1,44 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 21
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %S "S"
OpMemberName %S 0 "matrix"
OpMemberName %S 1 "vector"
OpName %data "data"
OpName %main "main"
OpDecorate %S Block
OpMemberDecorate %S 0 Offset 0
OpMemberDecorate %S 0 ColMajor
OpMemberDecorate %S 0 MatrixStride 16
OpMemberDecorate %S 1 Offset 48
OpDecorate %data NonWritable
OpDecorate %data DescriptorSet 0
OpDecorate %data Binding 0
%float = OpTypeFloat 32
%v3float = OpTypeVector %float 3
%mat3v3float = OpTypeMatrix %v3float 3
%S = OpTypeStruct %mat3v3float %v3float
%_ptr_Uniform_S = OpTypePointer Uniform %S
%data = OpVariable %_ptr_Uniform_S Uniform
%void = OpTypeVoid
%7 = OpTypeFunction %void
%uint = OpTypeInt 32 0
%uint_0 = OpConstant %uint 0
%_ptr_Uniform_mat3v3float = OpTypePointer Uniform %mat3v3float
%uint_1 = OpConstant %uint 1
%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float
%main = OpFunction %void None %7
%10 = OpLabel
%14 = OpAccessChain %_ptr_Uniform_mat3v3float %data %uint_0
%15 = OpLoad %mat3v3float %14
%18 = OpAccessChain %_ptr_Uniform_v3float %data %uint_1
%19 = OpLoad %v3float %18
%20 = OpMatrixTimesVector %v3float %15 %19
OpReturn
OpFunctionEnd

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@@ -0,0 +1,12 @@
[[block]]
struct S {
matrix : mat3x3<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data : S;
[[stage(fragment)]]
fn main() {
let x = (data.matrix * data.vector);
}

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@@ -0,0 +1,11 @@
[[block]]
struct S {
matrix : mat3x3<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data: S;
[[stage(fragment)]]
fn main() {
let x = data.vector * data.matrix;
}

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@@ -0,0 +1,15 @@
cbuffer cbuffer_data : register(b0, space0) {
uint4 data[4];
};
float3x3 tint_symbol_3(uint4 buffer[4], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
const uint scalar_offset_2 = ((offset + 32u)) / 4;
return float3x3(asfloat(buffer[scalar_offset / 4].xyz), asfloat(buffer[scalar_offset_1 / 4].xyz), asfloat(buffer[scalar_offset_2 / 4].xyz));
}
void main() {
const float3 x = mul(tint_symbol_3(data, 0u), asfloat(data[3].xyz));
return;
}

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@@ -0,0 +1,25 @@
#include <metal_stdlib>
using namespace metal;
template<typename T, int N, int M>
inline auto operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
return lhs * vec<T, N>(rhs);
}
template<typename T, int N, int M>
inline auto operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
return vec<T, M>(lhs) * rhs;
}
struct S {
/* 0x0000 */ float3x3 tint_symbol;
/* 0x0030 */ packed_float3 vector;
/* 0x003c */ int8_t tint_pad[4];
};
fragment void tint_symbol_1(constant S& data [[buffer(0)]]) {
float3 const x = (data.vector * data.tint_symbol);
return;
}

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@@ -0,0 +1,44 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 21
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %S "S"
OpMemberName %S 0 "matrix"
OpMemberName %S 1 "vector"
OpName %data "data"
OpName %main "main"
OpDecorate %S Block
OpMemberDecorate %S 0 Offset 0
OpMemberDecorate %S 0 ColMajor
OpMemberDecorate %S 0 MatrixStride 16
OpMemberDecorate %S 1 Offset 48
OpDecorate %data NonWritable
OpDecorate %data DescriptorSet 0
OpDecorate %data Binding 0
%float = OpTypeFloat 32
%v3float = OpTypeVector %float 3
%mat3v3float = OpTypeMatrix %v3float 3
%S = OpTypeStruct %mat3v3float %v3float
%_ptr_Uniform_S = OpTypePointer Uniform %S
%data = OpVariable %_ptr_Uniform_S Uniform
%void = OpTypeVoid
%7 = OpTypeFunction %void
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float
%uint_0 = OpConstant %uint 0
%_ptr_Uniform_mat3v3float = OpTypePointer Uniform %mat3v3float
%main = OpFunction %void None %7
%10 = OpLabel
%14 = OpAccessChain %_ptr_Uniform_v3float %data %uint_1
%15 = OpLoad %v3float %14
%18 = OpAccessChain %_ptr_Uniform_mat3v3float %data %uint_0
%19 = OpLoad %mat3v3float %18
%20 = OpVectorTimesMatrix %v3float %15 %19
OpReturn
OpFunctionEnd

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@@ -0,0 +1,12 @@
[[block]]
struct S {
matrix : mat3x3<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data : S;
[[stage(fragment)]]
fn main() {
let x = (data.vector * data.matrix);
}

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@@ -0,0 +1,11 @@
[[block]]
struct S {
matrix : mat4x3<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data: S;
[[stage(fragment)]]
fn main() {
let x = data.vector * data.matrix;
}

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@@ -0,0 +1,16 @@
cbuffer cbuffer_data : register(b0, space0) {
uint4 data[5];
};
float4x3 tint_symbol_3(uint4 buffer[5], uint offset) {
const uint scalar_offset = ((offset + 0u)) / 4;
const uint scalar_offset_1 = ((offset + 16u)) / 4;
const uint scalar_offset_2 = ((offset + 32u)) / 4;
const uint scalar_offset_3 = ((offset + 48u)) / 4;
return float4x3(asfloat(buffer[scalar_offset / 4].xyz), asfloat(buffer[scalar_offset_1 / 4].xyz), asfloat(buffer[scalar_offset_2 / 4].xyz), asfloat(buffer[scalar_offset_3 / 4].xyz));
}
void main() {
const float4 x = mul(tint_symbol_3(data, 0u), asfloat(data[4].xyz));
return;
}

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@@ -0,0 +1,25 @@
#include <metal_stdlib>
using namespace metal;
template<typename T, int N, int M>
inline auto operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
return lhs * vec<T, N>(rhs);
}
template<typename T, int N, int M>
inline auto operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
return vec<T, M>(lhs) * rhs;
}
struct S {
/* 0x0000 */ float4x3 tint_symbol;
/* 0x0040 */ packed_float3 vector;
/* 0x004c */ int8_t tint_pad[4];
};
fragment void tint_symbol_1(constant S& data [[buffer(0)]]) {
float4 const x = (data.vector * data.tint_symbol);
return;
}

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@@ -0,0 +1,45 @@
; SPIR-V
; Version: 1.3
; Generator: Google Tint Compiler; 0
; Bound: 22
; Schema: 0
OpCapability Shader
OpMemoryModel Logical GLSL450
OpEntryPoint Fragment %main "main"
OpExecutionMode %main OriginUpperLeft
OpName %S "S"
OpMemberName %S 0 "matrix"
OpMemberName %S 1 "vector"
OpName %data "data"
OpName %main "main"
OpDecorate %S Block
OpMemberDecorate %S 0 Offset 0
OpMemberDecorate %S 0 ColMajor
OpMemberDecorate %S 0 MatrixStride 16
OpMemberDecorate %S 1 Offset 64
OpDecorate %data NonWritable
OpDecorate %data DescriptorSet 0
OpDecorate %data Binding 0
%float = OpTypeFloat 32
%v3float = OpTypeVector %float 3
%mat4v3float = OpTypeMatrix %v3float 4
%S = OpTypeStruct %mat4v3float %v3float
%_ptr_Uniform_S = OpTypePointer Uniform %S
%data = OpVariable %_ptr_Uniform_S Uniform
%void = OpTypeVoid
%7 = OpTypeFunction %void
%uint = OpTypeInt 32 0
%uint_1 = OpConstant %uint 1
%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float
%uint_0 = OpConstant %uint 0
%_ptr_Uniform_mat4v3float = OpTypePointer Uniform %mat4v3float
%v4float = OpTypeVector %float 4
%main = OpFunction %void None %7
%10 = OpLabel
%14 = OpAccessChain %_ptr_Uniform_v3float %data %uint_1
%15 = OpLoad %v3float %14
%18 = OpAccessChain %_ptr_Uniform_mat4v3float %data %uint_0
%19 = OpLoad %mat4v3float %18
%20 = OpVectorTimesMatrix %v4float %15 %19
OpReturn
OpFunctionEnd

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@@ -0,0 +1,12 @@
[[block]]
struct S {
matrix : mat4x3<f32>;
vector : vec3<f32>;
};
[[group(0), binding(0)]] var<uniform> data : S;
[[stage(fragment)]]
fn main() {
let x = (data.vector * data.matrix);
}