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Inline the `continuing` block in the places where `continue` is called. Simplifies the emission, and fixes emission of `let` statements in the loop. Also fix random indenting of intrinsic functions. Fixed: tint:744 Fixed: tint:818 Change-Id: I06994dbc724bc646e0435a1035b00760eaf5f5ab Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/51784 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Commit-Queue: Ben Clayton <bclayton@google.com>
30 lines
1.1 KiB
WebGPU Shading Language
30 lines
1.1 KiB
WebGPU Shading Language
[[block]] 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]] struct Matrix {
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numbers: array<u32>;
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};
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[[group(0), binding(0)]] var<storage> firstMatrix : [[access(read)]] Matrix;
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[[group(0), binding(1)]] var<storage> secondMatrix : [[access(read)]] Matrix;
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[[group(0), binding(2)]] var<storage> resultMatrix : [[access(write)]] 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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