81 lines
1.7 KiB
WebGPU Shading Language
81 lines
1.7 KiB
WebGPU Shading Language
type RTArr = [[stride(4)]] array<f32>;
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type RTArr_1 = [[stride(4)]] array<f32>;
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[[block]]
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struct ResultMatrix {
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numbers : RTArr_1;
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};
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type RTArr_2 = [[stride(4)]] array<f32>;
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[[block]]
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struct FirstMatrix {
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numbers : RTArr_1;
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};
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[[block]]
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struct SecondMatrix {
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numbers : RTArr_1;
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};
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[[block]]
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struct Uniforms {
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NAN : f32;
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sizeA : i32;
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sizeB : i32;
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};
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var<private> gl_GlobalInvocationID : vec3<u32>;
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[[group(0), binding(2)]] var<storage, read_write> resultMatrix : ResultMatrix;
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[[group(0), binding(0)]] var<storage, read> firstMatrix : FirstMatrix;
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[[group(0), binding(1)]] var<storage, read> secondMatrix : SecondMatrix;
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[[group(0), binding(3)]] var<uniform> x_46 : Uniforms;
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fn binaryOperation_f1_f1_(a : ptr<function, f32>, b : ptr<function, f32>) -> f32 {
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var x_26 : f32;
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let x_13 : f32 = *(b);
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if ((x_13 == 0.0)) {
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return 1.0;
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}
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let x_21 : f32 = *(b);
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if (!((round((x_21 - (2.0 * floor((x_21 / 2.0))))) == 1.0))) {
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let x_29 : f32 = *(a);
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let x_31 : f32 = *(b);
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x_26 = pow(abs(x_29), x_31);
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} else {
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let x_34 : f32 = *(a);
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let x_36 : f32 = *(a);
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let x_38 : f32 = *(b);
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x_26 = (sign(x_34) * pow(abs(x_36), x_38));
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}
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let x_41 : f32 = x_26;
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return x_41;
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}
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fn main_1() {
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var index : i32;
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var a_1 : i32;
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var param : f32;
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var param_1 : f32;
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let x_54 : u32 = gl_GlobalInvocationID.x;
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index = bitcast<i32>(x_54);
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a_1 = -10;
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let x_63 : i32 = index;
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param = -4.0;
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param_1 = -3.0;
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let x_68 : f32 = binaryOperation_f1_f1_(&(param), &(param_1));
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resultMatrix.numbers[x_63] = x_68;
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return;
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}
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[[stage(compute), workgroup_size(1, 1, 1)]]
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fn main([[builtin(global_invocation_id)]] gl_GlobalInvocationID_param : vec3<u32>) {
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gl_GlobalInvocationID = gl_GlobalInvocationID_param;
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main_1();
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}
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