### Yet another impressive M1 statistic (that you can try in the browser) Safari supports WebGPU experimentally with WSL kernels. I wrote a simple tuner that tries to optimize matrix multiplication. If you have Safari, you can try it [here](https://jott.live/html/webgpu_demo.html). (You'll need to enable WebGPU in Develop > Experimental Features.) My **M1 MacBook Air achieves 900GFlops** after a couple seconds of tuning. My Intel MacBook Pro (16-inch, 2019, i9) only hits 100GFlops with the same exhaustive search. For reference, MobileNet v3 Large (x1.0) is ~219MFlops. Running at this performance, it could do 4,500 inferences **per second**. The base BERT model (12 layers) is 11.2 GFlops. At this perf, one could theoretically run it 90 times a second. The tuning code can be found [here](https://jott.live/code/webgpu_mm.js). The basic idea is to tile memory accesses, vectorize, use `mad` instructions and tune for threading and dispatch parameters. The result is a kernel that looks like this: ``` [numthreads(2, 8, 1)] compute void main(constant float4[] A : register(u0), constant float4[] B : register(u1), device float4[] C : register(u2), float3 threadID : SV_DispatchThreadID) { uint m = uint(threadID.x); uint n = uint(threadID.y); float4 result_0_0 = float4(0.0, 0.0, 0.0, 0.0); float4 result_1_0 = float4(0.0, 0.0, 0.0, 0.0); float4 result_2_0 = float4(0.0, 0.0, 0.0, 0.0); float4 result_3_0 = float4(0.0, 0.0, 0.0, 0.0); for (uint k = 0; k < 256; k++) { float4 a_0_0 = A[(m * 4 + 0) * 256 + (k * 1 + 0)]; float4 a_1_0 = A[(m * 4 + 1) * 256 + (k * 1 + 0)]; float4 a_2_0 = A[(m * 4 + 2) * 256 + (k * 1 + 0)]; float4 a_3_0 = A[(m * 4 + 3) * 256 + (k * 1 + 0)]; float4 b_0_0 = B[(k * 4 + 0) * 256 + (n * 1 + 0)]; float4 b_0_1 = B[(k * 4 + 1) * 256 + (n * 1 + 0)]; float4 b_0_2 = B[(k * 4 + 2) * 256 + (n * 1 + 0)]; float4 b_0_3 = B[(k * 4 + 3) * 256 + (n * 1 + 0)]; result_0_0 += mul(a_0_0.x, b_0_0); result_1_0 += mul(a_1_0.x, b_0_0); result_2_0 += mul(a_2_0.x, b_0_0); result_3_0 += mul(a_3_0.x, b_0_0); result_0_0 += mul(a_0_0.y, b_0_1); result_1_0 += mul(a_1_0.y, b_0_1); result_2_0 += mul(a_2_0.y, b_0_1); result_3_0 += mul(a_3_0.y, b_0_1); result_0_0 += mul(a_0_0.z, b_0_2); result_1_0 += mul(a_1_0.z, b_0_2); result_2_0 += mul(a_2_0.z, b_0_2); result_3_0 += mul(a_3_0.z, b_0_2); result_0_0 += mul(a_0_0.w, b_0_3); result_1_0 += mul(a_1_0.w, b_0_3); result_2_0 += mul(a_2_0.w, b_0_3); result_3_0 += mul(a_3_0.w, b_0_3); } C[(m * 4 + 0) * 256 + (n * 1 + 0)] = result_0_0; C[(m * 4 + 1) * 256 + (n * 1 + 0)] = result_1_0; C[(m * 4 + 2) * 256 + (n * 1 + 0)] = result_2_0; C[(m * 4 + 3) * 256 + (n * 1 + 0)] = result_3_0; } dispatch params: 128,32,1 ``` Clearly more can be done to tune it (such as factoring out the `K` dimension a bit more or doing more levels of tiling), but I'm quite happy with the results. Hitting nearly 1TFlops in the browser (50% of peak) is extremely empowering and it's exciting to see such technology available.