35 lines
1.0 KiB
WebGPU Shading Language
35 lines
1.0 KiB
WebGPU Shading Language
[[block]]
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struct Uniforms {
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aShape : vec2<u32>;
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bShape : vec2<u32>;
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outShape : vec2<u32>;
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};
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[[block]]
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struct Matrix {
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numbers : array<u32>;
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};
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[[group(0), binding(0)]] var<storage, read> firstMatrix : Matrix;
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[[group(0), binding(1)]] var<storage, read> secondMatrix : Matrix;
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[[group(0), binding(2)]] var<storage, write> resultMatrix : Matrix;
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[[group(0), binding(3)]] var<uniform> uniforms : Uniforms;
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[[stage(compute), workgroup_size(2, 2, 1)]]
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fn main([[builtin(global_invocation_id)]] global_id : vec3<u32>) {
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let resultCell : vec2<u32> = vec2<u32>(global_id.y, global_id.x);
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let dimInner : u32 = uniforms.aShape.y;
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let dimOutter : u32 = uniforms.outShape.y;
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var result : u32 = 0u;
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for(var i : u32 = 0u; (i < dimInner); i = (i + 1u)) {
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let a : u32 = (i + (resultCell.x * dimInner));
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let b : u32 = (resultCell.y + (i * dimOutter));
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result = (result + (firstMatrix.numbers[a] * secondMatrix.numbers[b]));
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}
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let index : u32 = (resultCell.y + (resultCell.x * dimOutter));
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resultMatrix.numbers[index] = result;
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}
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