110 lines
3.9 KiB
WebGPU Shading Language
110 lines
3.9 KiB
WebGPU Shading Language
struct Uniforms {
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dimAOuter : u32;
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dimInner : u32;
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dimBOuter : u32;
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}
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struct Matrix {
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numbers : array<f32>;
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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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fn mm_readA(row : u32, col : u32) -> f32 {
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if (((row < uniforms.dimAOuter) && (col < uniforms.dimInner))) {
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let result : f32 = firstMatrix.numbers[((row * uniforms.dimInner) + col)];
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return result;
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}
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return 0.0;
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}
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fn mm_readB(row : u32, col : u32) -> f32 {
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if (((row < uniforms.dimInner) && (col < uniforms.dimBOuter))) {
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let result : f32 = secondMatrix.numbers[((row * uniforms.dimBOuter) + col)];
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return result;
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}
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return 0.0;
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}
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fn mm_write(row : u32, col : u32, value : f32) {
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if (((row < uniforms.dimAOuter) && (col < uniforms.dimBOuter))) {
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let index : u32 = (col + (row * uniforms.dimBOuter));
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resultMatrix.numbers[index] = value;
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}
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}
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let RowPerThread : u32 = 4u;
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let ColPerThread : u32 = 4u;
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let TileAOuter : u32 = 64u;
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let TileBOuter : u32 = 64u;
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let TileInner : u32 = 64u;
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var<workgroup> mm_Asub : array<array<f32, 64>, 64>;
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var<workgroup> mm_Bsub : array<array<f32, 64>, 64>;
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@stage(compute) @workgroup_size(16, 16, 1)
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fn main(@builtin(local_invocation_id) local_id : vec3<u32>, @builtin(global_invocation_id) global_id : vec3<u32>) {
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let tileRow : u32 = (local_id.y * RowPerThread);
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let tileCol : u32 = (local_id.x * ColPerThread);
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let globalRow : u32 = (global_id.y * RowPerThread);
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let globalCol : u32 = (global_id.x * ColPerThread);
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let numTiles : u32 = (((uniforms.dimInner - 1u) / TileInner) + 1u);
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var acc : array<f32, 16>;
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var ACached : f32;
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var BCached : array<f32, 4>;
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for(var index : u32 = 0u; (index < (RowPerThread * ColPerThread)); index = (index + 1u)) {
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acc[index] = 0.0;
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}
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let ColPerThreadA : u32 = (TileInner / 16u);
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let tileColA : u32 = (local_id.x * ColPerThreadA);
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let RowPerThreadB : u32 = (TileInner / 16u);
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let tileRowB : u32 = (local_id.y * RowPerThreadB);
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for(var t : u32 = 0u; (t < numTiles); t = (t + 1u)) {
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for(var innerRow : u32 = 0u; (innerRow < RowPerThread); innerRow = (innerRow + 1u)) {
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for(var innerCol : u32 = 0u; (innerCol < ColPerThreadA); innerCol = (innerCol + 1u)) {
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let inputRow : u32 = (tileRow + innerRow);
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let inputCol : u32 = (tileColA + innerCol);
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mm_Asub[inputRow][inputCol] = mm_readA((globalRow + innerRow), ((t * TileInner) + inputCol));
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}
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}
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for(var innerRow : u32 = 0u; (innerRow < RowPerThreadB); innerRow = (innerRow + 1u)) {
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for(var innerCol : u32 = 0u; (innerCol < ColPerThread); innerCol = (innerCol + 1u)) {
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let inputRow : u32 = (tileRowB + innerRow);
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let inputCol : u32 = (tileCol + innerCol);
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mm_Bsub[innerCol][inputCol] = mm_readB(((t * TileInner) + inputRow), (globalCol + innerCol));
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}
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}
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workgroupBarrier();
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for(var k : u32 = 0u; (k < TileInner); k = (k + 1u)) {
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for(var inner : u32 = 0u; (inner < ColPerThread); inner = (inner + 1u)) {
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BCached[inner] = mm_Bsub[k][(tileCol + inner)];
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}
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for(var innerRow : u32 = 0u; (innerRow < RowPerThread); innerRow = (innerRow + 1u)) {
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ACached = mm_Asub[(tileRow + innerRow)][k];
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for(var innerCol : u32 = 0u; (innerCol < ColPerThread); innerCol = (innerCol + 1u)) {
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let index : u32 = ((innerRow * ColPerThread) + innerCol);
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acc[index] = (acc[index] + (ACached * BCached[innerCol]));
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}
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}
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}
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workgroupBarrier();
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}
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for(var innerRow : u32 = 0u; (innerRow < RowPerThread); innerRow = (innerRow + 1u)) {
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for(var innerCol : u32 = 0u; (innerCol < ColPerThread); innerCol = (innerCol + 1u)) {
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let index : u32 = ((innerRow * ColPerThread) + innerCol);
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mm_write((globalRow + innerRow), (globalCol + innerCol), acc[index]);
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}
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}
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}
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