#include using namespace metal; struct Uniforms { /* 0x0000 */ packed_uint2 aShape; /* 0x0008 */ packed_uint2 bShape; /* 0x0010 */ packed_uint2 outShape; }; struct Matrix { /* 0x0000 */ uint numbers[1]; }; kernel void tint_symbol(uint3 global_id [[thread_position_in_grid]], constant Uniforms& uniforms [[buffer(3)]], const device Matrix& firstMatrix [[buffer(0)]], const device Matrix& secondMatrix [[buffer(1)]], device Matrix& resultMatrix [[buffer(2)]]) { uint2 const resultCell = uint2(global_id.y, global_id.x); uint const dimInner = uniforms.aShape.y; uint const dimOutter = uniforms.outShape.y; uint result = 0u; for(uint i = 0u; (i < dimInner); i = (i + 1u)) { uint const a = (i + (resultCell.x * dimInner)); uint const b = (resultCell.y + (i * dimOutter)); result = (result + (firstMatrix.numbers[a] * secondMatrix.numbers[b])); } uint const index = (resultCell.y + (resultCell.x * dimOutter)); resultMatrix.numbers[index] = result; return; }