#version 310 es precision mediump float; layout (binding = 0) buffer Matrix_1 { float numbers[]; } firstMatrix; layout (binding = 1) buffer Matrix_2 { float numbers[]; } secondMatrix; layout (binding = 2) buffer Matrix_3 { float numbers[]; } resultMatrix; layout (binding = 3) uniform Uniforms_1 { uint dimAOuter; uint dimInner; uint dimBOuter; } uniforms; float mm_readA(uint row, uint col) { bool tint_tmp = (row < uniforms.dimAOuter); if (tint_tmp) { tint_tmp = (col < uniforms.dimInner); } if ((tint_tmp)) { float result = firstMatrix.numbers[((row * uniforms.dimInner) + col)]; return result; } return 0.0f; } float mm_readB(uint row, uint col) { bool tint_tmp_1 = (row < uniforms.dimInner); if (tint_tmp_1) { tint_tmp_1 = (col < uniforms.dimBOuter); } if ((tint_tmp_1)) { float result = secondMatrix.numbers[((row * uniforms.dimBOuter) + col)]; return result; } return 0.0f; } void mm_write(uint row, uint col, float value) { bool tint_tmp_2 = (row < uniforms.dimAOuter); if (tint_tmp_2) { tint_tmp_2 = (col < uniforms.dimBOuter); } if ((tint_tmp_2)) { uint index = (col + (row * uniforms.dimBOuter)); resultMatrix.numbers[index] = value; } } const uint RowPerThread = 4u; const uint ColPerThread = 4u; const uint TileInner = 64u; shared float mm_Asub[64][64]; shared float mm_Bsub[64][64]; struct tint_symbol_2 { uvec3 local_id; uint local_invocation_index; uvec3 global_id; }; void tint_symbol_inner(uvec3 local_id, uvec3 global_id, uint local_invocation_index) { { for(uint idx = local_invocation_index; (idx < 4096u); idx = (idx + 256u)) { uint i = (idx / 64u); uint i_1 = (idx % 64u); mm_Asub[i][i_1] = 0.0f; mm_Bsub[i][i_1] = 0.0f; } } memoryBarrierShared(); uint tileRow = (local_id.y * RowPerThread); uint tileCol = (local_id.x * ColPerThread); uint globalRow = (global_id.y * RowPerThread); uint globalCol = (global_id.x * ColPerThread); uint numTiles = (((uniforms.dimInner - 1u) / TileInner) + 1u); float acc[16] = float[16](0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float ACached = 0.0f; float BCached[4] = float[4](0.0f, 0.0f, 0.0f, 0.0f); { for(uint index = 0u; (index < (RowPerThread * ColPerThread)); index = (index + 1u)) { acc[index] = 0.0f; } } uint ColPerThreadA = (TileInner / 16u); uint tileColA = (local_id.x * ColPerThreadA); uint RowPerThreadB = (TileInner / 16u); uint tileRowB = (local_id.y * RowPerThreadB); { for(uint t = 0u; (t < numTiles); t = (t + 1u)) { { for(uint innerRow = 0u; (innerRow < RowPerThread); innerRow = (innerRow + 1u)) { { for(uint innerCol = 0u; (innerCol < ColPerThreadA); innerCol = (innerCol + 1u)) { uint inputRow = (tileRow + innerRow); uint inputCol = (tileColA + innerCol); mm_Asub[inputRow][inputCol] = mm_readA((globalRow + innerRow), ((t * TileInner) + inputCol)); } } } } { for(uint innerRow = 0u; (innerRow < RowPerThreadB); innerRow = (innerRow + 1u)) { { for(uint innerCol = 0u; (innerCol < ColPerThread); innerCol = (innerCol + 1u)) { uint inputRow = (tileRowB + innerRow); uint inputCol = (tileCol + innerCol); mm_Bsub[innerCol][inputCol] = mm_readB(((t * TileInner) + inputRow), (globalCol + innerCol)); } } } } memoryBarrierShared(); { for(uint k = 0u; (k < TileInner); k = (k + 1u)) { { for(uint inner = 0u; (inner < ColPerThread); inner = (inner + 1u)) { BCached[inner] = mm_Bsub[k][(tileCol + inner)]; } } { for(uint innerRow = 0u; (innerRow < RowPerThread); innerRow = (innerRow + 1u)) { ACached = mm_Asub[(tileRow + innerRow)][k]; { for(uint innerCol = 0u; (innerCol < ColPerThread); innerCol = (innerCol + 1u)) { uint index = ((innerRow * ColPerThread) + innerCol); acc[index] = (acc[index] + (ACached * BCached[innerCol])); } } } } } } memoryBarrierShared(); } } { for(uint innerRow = 0u; (innerRow < RowPerThread); innerRow = (innerRow + 1u)) { { for(uint innerCol = 0u; (innerCol < ColPerThread); innerCol = (innerCol + 1u)) { uint index = ((innerRow * ColPerThread) + innerCol); mm_write((globalRow + innerRow), (globalCol + innerCol), acc[index]); } } } } } layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in; void tint_symbol(tint_symbol_2 tint_symbol_1) { tint_symbol_inner(tint_symbol_1.local_id, tint_symbol_1.global_id, tint_symbol_1.local_invocation_index); return; } void main() { tint_symbol_2 inputs; inputs.local_id = gl_LocalInvocationID; inputs.local_invocation_index = uint(gl_LocalInvocationIndex); inputs.global_id = gl_GlobalInvocationID; tint_symbol(inputs); }