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Apparently it double the throughput.
While webgl2 has many features that might enable blas optimizations, the biggest one seems to be compute shader, which the library I linked use.
Webgl 2 is based on the antiquated opengl es 3.0 while compute shader have been brought in open gl es 3.1 (despite having existed for decades on OpenGL non-es)
Anyway there is a w3c spec foe webgl2 compute shades and chromium supports it (obviously supporting doesn't actually mean anything they are just ineptly white/blacklisting feature flags on the external ANGLE library)
Anyway because of retrograde conservative politics such as Google and mozilla submitting to Apple OpenGL deprecation in addition to the psychological nih syndrome of making the webgpu instead of exposing vulkan, the end result is that the webgl2 compute shader boolean is not enabled but can be made via a flag https://github.com/9ballsyndrome/WebGL_Compute_shader
Hence while not applicable it is still possible to compare webgl2 with compute shader blas vs webgpu for the sake of knowledge.
very useful project btw :)
@milhidaka friendly ping
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