microsoft / microsoft/DirectXShaderCompiler

[LinAlg] ComponentEnum for native vector inputs should not be based on matrix input

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bug needs-triage
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.

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First steps

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  3. Fork the repository and make your change on a branch.
  4. 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

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