// Matrix * row product, like [ E0, E1, E2, E3 ] * [ E0, 1, E2, E3 ] = [ E1, 1, E2, E3 ] // Dispatch [ E1, E2, E3 ] groups of this shader Buffer arg0: register( t0 ); Buffer arg1: register( t1 ); RWBuffer result: register( u0 ); cbuffer Constants: register( b0 ) { uint4 arg0Size: packoffset( c0 ); uint4 arg0Strides: packoffset( c1 ); uint4 arg1Size: packoffset( c2 ); uint4 arg1Strides: packoffset( c3 ); uint4 resultSize: packoffset( c4 ); uint4 resultStrides: packoffset( c5 ); } #include "groupReduce.hlsli" inline uint hadd( uint3 vec ) { return vec.x + vec.y + vec.z; } inline uint hadd( uint2 vec ) { return vec.x + vec.y; } [ numthreads( 32, 1, 1 ) ] void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex ) { uint s0 = hadd( group * arg0Strides.yzw ); uint s1 = hadd( group.yz * arg1Strides.zw ); const uint s0End = s0 + arg0Size.x * arg0Strides.x; const uint s0Inc = 32 * arg0Strides.x; const uint s1Inc = 32 * arg1Strides.x; s0 += thread * arg0Strides.x; s1 += thread * arg1Strides.x; float dp = 0; for( ; s0 < s0End; s0 += s0Inc, s1 += s1Inc ) dp = mad( arg0[ s0 ], arg1[ s1 ], dp ); horizontalSum( thread, dp ); if( 0 != thread ) return; const uint rdi = group.x + hadd( group.yz * resultStrides.zw ); result[ rdi ] = dp; }