WebGL 2 GPU kernel test
A fullscreen WebGL 2 draw runs a heavy fragment program per pixel. Change outer iterations and half versus single precision, then read FPS.
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What this test measures
This page does not assume a compute-queue API. One fullscreen draw launches dependent math per pixel, which is close to a 2D dispatch for throughput. Use it as a microscope for iteration depth and precision, not as a volume shader.
Measurement notes
- Raise iterations until FPS halves, then compare half versus single precision.
- Framebuffer size is in the metrics; a smaller buffer changes the work.
- WebGL 2 is required. Older browsers will not start.
Graphics adapter
- Renderer
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- Vendor
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How to run the kernel test
- Confirm the page starts; you need WebGL 2.
- Leave precision on Single and raise iterations until FPS drops.
- Switch to Half and repeat the same iteration count.
- Note stability as well as average FPS.
- Open the multi-pass kernel test if you want a longer timed stack.
WebGL 2 kernel
Fragment-parallel numeric GPU test
| Backend | WebGL 2 fragment shader, not a separate compute API |
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| What you measure | FPS, estimated ops per frame, precision, and stability |
What a kernel test is for
When you care about raw ALU instead of a pretty scene, a kernel test is clearer than a volume shader. You change loop count and float precision and watch frame pacing. Pair it with the multi-pass kernel test for a longer session, or with volume shader BM when you want a visual workload.
WebGL 2 and phones
This page needs WebGL 2. If it will not start, update the browser or open the entry volume shader test instead. On a phone, raise iterations slowly. Half precision is often faster on mobile GPUs; compare it to single precision at the same iteration count.
Kernel test questions
Why will this not start?
Is half precision always faster?
Can I run it on Android or iPhone?
Is this a volume shader BM test?
Results
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Summary
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Kernel
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Details
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