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Summary:
Fixes #53639

I've realized that our docs and validation logic states that we do support
3x3 matrixes (for 2d transforms). However they're not properly processed
as the values are just copied into a 4x4 matrix.

This can be verified by applying the 3x3 identity matrix on any transform.

I'm fixing it by correctly populating the 4x4 matrix getting the values from the 3x3 matrix in input.

Changelog:
[General] [Fixed] - 9-element (2d) transform matrix are not correctly working

Differential Revision: D82836192

@meta-cla meta-cla bot added the CLA Signed This label is managed by the Facebook bot. Authors need to sign the CLA before a PR can be reviewed. label Sep 19, 2025
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@cortinico has exported this pull request. If you are a Meta employee, you can view the originating diff in D82836192.

@cortinico cortinico changed the title Correctly implement transform: matrix with 2d matrixes Correctly implement transform: matrix with 2d matrices Sep 19, 2025
Summary:

Fixes facebook#53639

I've realized that our docs and validation logic states that we do support
3x3 matrixes (for 2d transforms). However they're not properly processed
as the values are just copied into a 4x4 matrix.

This can be verified by applying the 3x3 identity matrix on any transform.

I'm fixing it by correctly populating the 4x4 matrix getting the values from the 3x3 matrix in input.

Changelog:
[General] [Fixed] - 9-element (2d) transform matrix are not correctly working

Reviewed By: christophpurrer

Differential Revision: D82836192
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@cortinico has exported this pull request. If you are a Meta employee, you can view the originating diff in D82836192.

@facebook-github-bot facebook-github-bot added the Merged This PR has been merged. label Sep 22, 2025
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This pull request has been merged in ce243df.

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This pull request was successfully merged by @cortinico in ce243df

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} else if (numbers.size() == 9) {
// We need to convert the 2d transform matrix into a 3d one as such:
// [
// x01, x02, 0, x03
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@tomekzaw tomekzaw Oct 1, 2025

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Should be x00, x01, 0, x02 if we start numbering from 0

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Should be x00, x01, 0, x02 if we start numbering from 0

yeah I believe this is fixed already on main, I followed up in a separate PR

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You're right, my bad, sorry, all good

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9-element (2d) transform matrix is not applied properly

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