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