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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>
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11
test/expressions/binary/mul/vec3-mat4x3/f32.wgsl
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11
test/expressions/binary/mul/vec3-mat4x3/f32.wgsl
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@@ -0,0 +1,11 @@
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[[block]]
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struct S {
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matrix : mat4x3<f32>;
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vector : vec3<f32>;
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};
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[[group(0), binding(0)]] var<uniform> data: S;
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[[stage(fragment)]]
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fn main() {
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let x = data.vector * data.matrix;
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}
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@@ -0,0 +1,16 @@
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cbuffer cbuffer_data : register(b0, space0) {
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uint4 data[5];
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};
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float4x3 tint_symbol_3(uint4 buffer[5], uint offset) {
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const uint scalar_offset = ((offset + 0u)) / 4;
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const uint scalar_offset_1 = ((offset + 16u)) / 4;
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const uint scalar_offset_2 = ((offset + 32u)) / 4;
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const uint scalar_offset_3 = ((offset + 48u)) / 4;
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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));
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}
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void main() {
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const float4 x = mul(tint_symbol_3(data, 0u), asfloat(data[4].xyz));
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return;
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}
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@@ -0,0 +1,25 @@
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#include <metal_stdlib>
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using namespace metal;
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template<typename T, int N, int M>
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inline auto operator*(matrix<T, N, M> lhs, packed_vec<T, N> rhs) {
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return lhs * vec<T, N>(rhs);
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}
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template<typename T, int N, int M>
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inline auto operator*(packed_vec<T, M> lhs, matrix<T, N, M> rhs) {
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return vec<T, M>(lhs) * rhs;
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}
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struct S {
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/* 0x0000 */ float4x3 tint_symbol;
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/* 0x0040 */ packed_float3 vector;
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/* 0x004c */ int8_t tint_pad[4];
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};
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fragment void tint_symbol_1(constant S& data [[buffer(0)]]) {
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float4 const x = (data.vector * data.tint_symbol);
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return;
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}
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@@ -0,0 +1,45 @@
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; SPIR-V
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; Version: 1.3
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; Generator: Google Tint Compiler; 0
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; Bound: 22
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; Schema: 0
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OpCapability Shader
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %main "main"
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OpExecutionMode %main OriginUpperLeft
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OpName %S "S"
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OpMemberName %S 0 "matrix"
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OpMemberName %S 1 "vector"
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OpName %data "data"
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OpName %main "main"
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OpDecorate %S Block
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OpMemberDecorate %S 0 Offset 0
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OpMemberDecorate %S 0 ColMajor
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OpMemberDecorate %S 0 MatrixStride 16
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OpMemberDecorate %S 1 Offset 64
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OpDecorate %data NonWritable
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OpDecorate %data DescriptorSet 0
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OpDecorate %data Binding 0
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%float = OpTypeFloat 32
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%v3float = OpTypeVector %float 3
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%mat4v3float = OpTypeMatrix %v3float 4
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%S = OpTypeStruct %mat4v3float %v3float
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%_ptr_Uniform_S = OpTypePointer Uniform %S
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%data = OpVariable %_ptr_Uniform_S Uniform
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%void = OpTypeVoid
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%7 = OpTypeFunction %void
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%uint = OpTypeInt 32 0
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%uint_1 = OpConstant %uint 1
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%_ptr_Uniform_v3float = OpTypePointer Uniform %v3float
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%uint_0 = OpConstant %uint 0
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%_ptr_Uniform_mat4v3float = OpTypePointer Uniform %mat4v3float
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%v4float = OpTypeVector %float 4
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%main = OpFunction %void None %7
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%10 = OpLabel
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%14 = OpAccessChain %_ptr_Uniform_v3float %data %uint_1
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%15 = OpLoad %v3float %14
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%18 = OpAccessChain %_ptr_Uniform_mat4v3float %data %uint_0
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%19 = OpLoad %mat4v3float %18
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%20 = OpVectorTimesMatrix %v4float %15 %19
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OpReturn
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OpFunctionEnd
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@@ -0,0 +1,12 @@
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[[block]]
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struct S {
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matrix : mat4x3<f32>;
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vector : vec3<f32>;
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};
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[[group(0), binding(0)]] var<uniform> data : S;
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[[stage(fragment)]]
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fn main() {
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let x = (data.vector * data.matrix);
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}
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