ByteAddressBuffer firstMatrix : register(t0, space0); ByteAddressBuffer secondMatrix : register(t1, space0); RWByteAddressBuffer resultMatrix : register(u2, space0); cbuffer cbuffer_uniforms : register(b3, space0) { uint4 uniforms[2]; }; struct tint_symbol_1 { uint3 global_id : SV_DispatchThreadID; }; [numthreads(2, 2, 1)] void main(tint_symbol_1 tint_symbol) { const uint3 global_id = tint_symbol.global_id; const uint2 resultCell = uint2(global_id.y, global_id.x); const int scalar_offset = (4u) / 4; const uint dimInner = uniforms[scalar_offset / 4][scalar_offset % 4]; const int scalar_offset_1 = (20u) / 4; const uint dimOutter = uniforms[scalar_offset_1 / 4][scalar_offset_1 % 4]; uint result = 0u; { uint i = 0u; while (true) { if (!((i < dimInner))) { break; } const uint a = (i + (resultCell.x * dimInner)); const uint b = (resultCell.y + (i * dimOutter)); result = (result + (firstMatrix.Load((4u * a)) * secondMatrix.Load((4u * b)))); { i = (i + 1u); } } } const uint index = (resultCell.y + (resultCell.x * dimOutter)); resultMatrix.Store((4u * index), asuint(result)); return; }