dawn-cmake/test/bug/tint/914.wgsl.expected.glsl

156 lines
4.7 KiB
GLSL

#version 310 es
struct Uniforms {
uint dimAOuter;
uint dimInner;
uint dimBOuter;
};
layout(binding = 0, std430) buffer Matrix_1 {
float numbers[];
} firstMatrix;
layout(binding = 1, std430) buffer Matrix_2 {
float numbers[];
} secondMatrix;
layout(binding = 2, std430) 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];
void tint_symbol(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;
}
}
barrier();
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));
}
}
}
}
barrier();
{
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]));
}
}
}
}
}
}
barrier();
}
}
{
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 main() {
tint_symbol(gl_LocalInvocationID, gl_GlobalInvocationID, gl_LocalInvocationIndex);
return;
}