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WebGPU Shading Language
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2025-11-19 10:42:46 +01:00
@group(0) @binding(0) var<storage, read> inputImages : array<f32>;
@group(0) @binding(1) var<storage, read_write> weightLayer1 : array<f32>;
@group(0) @binding(2) var<storage, read_write> biasLayer1 : array<f32>;
@group(0) @binding(3) var<storage, read_write> hiddenActivations : array<f32>;
@group(0) @binding(4) var<uniform> layer1Sizes : vec3<u32>;
// x = inputDim, y = hiddenDim, z = batchSize
@compute @workgroup_size(64)
fn main(@builtin(global_invocation_id) global_id : vec3<u32>) {
let index = global_id.x;
let inputDim = layer1Sizes.x;
let hiddenDim = layer1Sizes.y;
let batchSize = layer1Sizes.z;
let totalElements = batchSize * hiddenDim;
if (index >= totalElements) { return; }
let sampleIndex = index / hiddenDim;
let hiddenIndex = index % hiddenDim;
var sum : f32 = biasLayer1[hiddenIndex];
let baseInputIndex = sampleIndex * inputDim;
let baseWeightIndex = hiddenIndex * inputDim;
for (var i : u32 = 0u; i < inputDim; i++) {
sum += inputImages[baseInputIndex + i] *
weightLayer1[baseWeightIndex + i];
}
hiddenActivations[index] = max(sum, 0.0);
}