microsoft / microsoft/DirectXShaderCompiler
[LinAlg] ComponentEnum for native vector inputs should not be based on matrix input
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- Dominant language
- C++
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Description
Description
The ComponentEnum value associated with native vector inputs to LinAlg operations should be based on the HLSL vector component type rather than the matrix input ComponentEnum.
My original comment about this was https://github.com/microsoft/DirectXShaderCompiler/pull/8299#discussion_r3018347877, but not addressed or filed for follow-up at the time.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the LinAlg handling of native vector inputs and the ComponentEnum associated with them. Compare the current source of the enum with the HLSL vector component type and matrix input path; the work is done when native vector inputs no longer derive their ComponentEnum from the matrix input.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- compilers
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Quiet
- Clarity
- Mostly clear
- Newbie friendliness
- 48/100