ZYMATICA unified benchmark

ip zymatica.space | Class 27 Cross-Runtime Engine Validation Dashboard

WebGPU:
WASM:
🚀 PARITY VERIFIED: [VERIFICATION] Multi-Language runtime FFI structures validated across GPU & WASM.

Inference Benchmark Controller

30,000 Coordinate Elements (Parallel SVD Projection)
10,000

Comparative Telemetry Matrix

1. Parallel GPGPU SVD-DCT Projections (30,000 Coordinates)

Runtime Target Total Time Avg / Concept Throughput FFI Validation
WebGPU (WGSL Compute) -- -- -- INACTIVE
WebGL (GLSL Texture Hack) -- -- -- INACTIVE
JS Engine (CPU Baseline) -- -- -- INACTIVE

2. Sequential Range Coder Parity Loop (10,000 Iterations)

Runtime Target Total Time Avg / Loop Throughput FFI Validation
WASM (Zig-Compiled) -- -- -- INACTIVE
JS Engine (CPU Baseline) -- -- -- INACTIVE

Latency Visualization (ms)

500ms 100ms 10ms 1ms 0.1ms

Engine Diagnostic & Log Telemetry

WEBGPU SHADER LOGS WGSL
[SYS] Awaiting compute payload...
WEBGL TEXTURE LOGS GLSL
[SYS] Awaiting shader payload...
WASM ZIG LOGS wasm32
[SYS] Awaiting freestanding binary call...
JS BASELINE LOGS V8 JIT
[SYS] Awaiting baseline benchmark...

Under-The-Hood Architectural Matrix

Axis WebGPU (WGSL compute) WebGL (GLSL shaders) WebAssembly (wasm32 Zig)
Execution model GPGPU native compute pipeline. Invokes kernels across raw grids. Graphics pipeline emulator. Uses fragment shaders to do matrix operations. Stack-based virtual machine compiling Zig directly to instruction sets.
Data Readback Asynchronous zero-copy memory mapping via mapAsync(). Bypasses render trees. Synchronous and blocking CPU-GPU pipeline reads via gl.readPixels(). Stall-heavy. Fast linear memory exports directly in JS array buffers without GPU stalls.
Thread Model Massively parallel processing. Executes threads in workgroups (e.g. 64/128 threads/group). Pixel-parallel. Bound to rasterization fragment grid constraints. Single-threaded execution loop in freestanding wasm32 address space.
Optimal Usecase High-dimensional dense neural layers, active weights, parallel SVD projections. Historical graphics, shader displays, small matrix transformations. Sequential algorithms like Range Coding, Huffman processing, state steering.