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Deprecate the old syntax. Migrate everything to the new syntax. Bug: tint:1382 Change-Id: Ide12b2e927b17dc93b9714c7049090864cc568d3 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/77260 Reviewed-by: James Price <jrprice@google.com> Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: David Neto <dneto@google.com> Commit-Queue: David Neto <dneto@google.com>
30 lines
1.0 KiB
WebGPU Shading Language
30 lines
1.0 KiB
WebGPU Shading Language
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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struct Matrix {
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numbers: array<u32>;
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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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@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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