x/y/z are extremely common in graphics code to refer to the components of a vector in a Cartesian coordinate system. But in your [x x [y x T]] example, x doesn't seem to fulfill that role, but is instead acting as the counter of something, which strikes me as unusual. I can't think of a common use case where I would use x in that role.
I can see graphics code using x for literal initialization:
let vector: [3 x Int] = [x, y, z]
Or writing a .x instance property to access those components from an InlineArray (like SIMD3 does):
let length = sqrt(pow(vector.x, 2) + pow(vector.y, 2) + pow(vector.z, 2))
Even as the name for an array containing all the positions of something (like a group of objects) along the X axis:
let x: [N_PARTICLES x Double] = .init { Double.random(in: 0...1) }
let y: [N_PARTICLES x Double] = .init { ... }
...
Also to refer to specific pixel positions when indexing a texture, but the texture size would more likely be described using something like width and height instead:
let descriptor = MTLTextureDescriptor.texture2DDescriptor(
pixelFormat: .bgra8Unorm,
width: width,
height: height,
mipmapped: false
)
It's more common to use width/height/depth than x/y/z to dispatch threadgroups in a compute kernel as well.
In the context of graphics programming in particular, using x as a counter (specifically, for the dimension of something) seems odd to me, as it would clash with other established uses of x.