WebGL2-compute based NxN matrix multiplication C = A x B
Shader v.6 benchmark.
Fixed random A, B 4096x4096 buffers are used for calculations,
therefore You can set new N value (up to N=4096, multiple of 128).
Tile size TS = 128 and work-per-thread = 8.
FLOPS = 2 N3 / Tmin.
calculating
N=
it=
GeForce RTX 2070, OpenGL backend, Windows 10, 64 bit 5.6 TFLOPS (N=4096).
"Semi-quantitative" plot.
I re-run all programs many times (press "Run" button).
Unfortunately the shader has long warming up (up to 50 iterations), e.g. for N = 2048
T(ms)= 33.7 33.8 33.2 32.3 34
20.4 5.4 5.2 5.2 5.2
Therefore it = 100 and "highest reproducible numbers" are used :)
Set N = 128 to see overheads (minimal value 1.4 - 0.5 ms).
D3D11 backend has higher overheads for big N than OpenGL one
(therefore you need to set Nmax = N in the script).