D3D11 overheads

Simple WebGL2-compute shader writes NxN matrix values into SSBO with length max2 (see the page source). Tile sizes TS = 16. N is multiple of TS.

calculating
N= it=

I re-run this program many times (press "Run" button) and try to choose "representative" minimal time value T. You can set max by hand in the script (e.g. script with max = 16).

max
T, ms
16
0.8
512
1
1024
1.5
4096
8.6

So D3D11 overheads depend on SSBO size. For "realistic" max = 1024 overheads ~ 1.5 ms are high enough.

With OpenGL backend I get the same ~ 0.9 ms for max = 16 and 4096.

Tested on Intel i3 8100.


SGEMM in WebGL2-compute     updated 16 June 2019