33 lines
1013 B
WebGPU Shading Language
33 lines
1013 B
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, read_write> resultMatrix : Matrix;
|
|
|
|
@group(0) @binding(3) var<uniform> uniforms : Uniforms;
|
|
|
|
@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;
|
|
}
|