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// Matrix * scalar product, like [ 1, E1, E2, E3 ] * [ 1, 1, E2, E3 ] = [ E1, 1, E2, E3 ]
// Dispatch [ E2, E3, 1 ] thread groups of this shader
Buffer<float> arg0: register( t0 );
Buffer<float> arg1: register( t1 );
RWBuffer<float> 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 );
}
inline uint hadd( uint2 vec )
{
return vec.x + vec.y;
}
[ numthreads( 32, 1, 1 ) ]
void main( uint3 group: SV_GroupID, uint thread : SV_GroupIndex )
{
const float scalarValue = arg1[ hadd( group.xy * arg1Strides.zw ) ];
uint s0 = hadd( group.xy * arg0Strides.zw );
const uint s0Inc = 32 * arg0Strides.y;
s0 += thread * arg0Strides.y;
uint rdi = hadd( group.xy * resultStrides.zw );
const uint rdiEnd = rdi + arg0Size.y;
rdi += thread;
for( ; rdi < rdiEnd; rdi += 32, s0 += s0Inc )
{
float f = arg0[ s0 ];
f *= scalarValue;
result[ rdi ] = f;
}
}
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