wgblas
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    • Whether every in-bounds element of a matrix operand is reachable through the array<vec4<f32>> view that vec4ViewBinding produces for it. The view truncates the binding down to a multiple of 16 bytes, so a tightly-uploaded array can hold valid matrix elements past the view's end even while its stride is 4-aligned (e.g. a column-major m×1 operand with padded lda uploaded without padding cells). Call this with the kernel-side dimensions and only take a shader's vectorized path when it returns true; the scalar fallback reads the full storage and is always correct.

      Parameters

      • entry: GPUBuffer | { buffer: GPUBuffer; offset?: number; size?: number }

        what the scalar slot binds

      • stride: number

        the operand's leading dimension as seen by the kernel

      • outerCount: number

        extent of the stride-multiplied dimension

      • innerCount: number

        extent of the contiguous dimension

      Returns boolean