case spv::OpMatrixTimesScalar:
case spv::OpMatrixTimesVector:
case spv::OpVectorTimesMatrix:
+ case spv::OpMatrixTimesMatrix:
case spv::OpVectorExtractDynamic:
case spv::OpVectorInsertDynamic:
case spv::OpNot: // Unary ops
case spv::OpVectorTimesMatrix:
return EmitVectorTimesMatrix(insn, state);
+ case spv::OpMatrixTimesMatrix:
+ return EmitMatrixTimesMatrix(insn, state);
+
case spv::OpNot:
case spv::OpSNegate:
case spv::OpFNegate:
return EmitResult::Continue;
}
+ SpirvShader::EmitResult SpirvShader::EmitMatrixTimesMatrix(InsnIterator insn, EmitState *state) const
+ {
+ auto routine = state->routine;
+ auto &type = getType(insn.word(1));
+ auto &dst = routine->createIntermediate(insn.word(2), type.sizeInComponents);
+ auto lhs = GenericValue(this, routine, insn.word(3));
+ auto rhs = GenericValue(this, routine, insn.word(4));
+
+ auto numColumns = type.definition.word(3);
+ auto numRows = getType(type.definition.word(2)).definition.word(3);
+ auto numAdds = getType(getObject(insn.word(3)).type).definition.word(3);
+
+ for (auto row = 0u; row < numRows; row++)
+ {
+ for (auto col = 0u; col < numColumns; col++)
+ {
+ SIMD::Float v = SIMD::Float(0);
+ for (auto i = 0u; i < numAdds; i++)
+ {
+ v += lhs.Float(i * numRows + row) * rhs.Float(col * numAdds + i);
+ }
+ dst.move(numRows * col + row, v);
+ }
+ }
+
+ return EmitResult::Continue;
+ }
+
SpirvShader::EmitResult SpirvShader::EmitUnaryOp(InsnIterator insn, EmitState *state) const
{
auto routine = state->routine;
EmitResult EmitVectorTimesScalar(InsnIterator insn, EmitState *state) const;
EmitResult EmitMatrixTimesVector(InsnIterator insn, EmitState *state) const;
EmitResult EmitVectorTimesMatrix(InsnIterator insn, EmitState *state) const;
+ EmitResult EmitMatrixTimesMatrix(InsnIterator insn, EmitState *state) const;
EmitResult EmitVectorExtractDynamic(InsnIterator insn, EmitState *state) const;
EmitResult EmitVectorInsertDynamic(InsnIterator insn, EmitState *state) const;
EmitResult EmitUnaryOp(InsnIterator insn, EmitState *state) const;