wgblas
v0.1.2
Published
BLAS on WebGPU
Readme
wgblas
wgblas is an initiative to implement all the standard level 1, 2, 3 BLAS functions on the top of webgpu.
Available Functions
Browser Support
wgblas runs in any browser with WebGPU enabled. Check if it's working in your browser at webgpureport.org.
Chrome (recommended)
For full WebGPU control, enable all three flags at chrome://flags and relaunch:
| Flag | What it does |
|------|--------------|
| #enable-unsafe-webgpu | Enables WebGPU |
| #force-enable-webgpu-interop | Uses the real GPU via Vulkan (Linux) — without this Chrome may fall back to SwiftShader, a CPU-based software renderer |
| #enable-webgpu-developer-features | Unlocks additional GPU features |
You can verify which GPU is being used at webgpureport.org — if the adapter name shows SwiftShader, the real GPU is not being used.
Firefox
WebGPU must be enabled manually via about:config. Search for each preference and set it:
| Preference | Value | What it does |
|------------|-------|--------------|
| dom.webgpu.enabled | true | Enables WebGPU |
| dom.webgpu.wgpu-backend | vulkan | Forces the real GPU via Vulkan — without this Firefox may use a software renderer |
| gfx.webgpu.ignore-blocklist | true | Bypasses the GPU blocklist |
Note: dom.webgpu.wgpu-backend is a string preference — click the pencil icon to edit it and type vulkan.
Restart Firefox after making changes.
Note: Firefox's WebGPU implementation is incomplete and some routines may not work correctly. Chrome is recommended.
Multi-GPU: Firefox only exposes one WebGPU adapter (the display GPU, typically integrated) even on dual-GPU systems — verified via
about:support→ Graphics → WebGPU Default Adapter. Chrome picks the discrete GPU viapowerPreference: "high-performance"; Firefox does not.
Requirements
- Node.js 22+
Installation
npm install wgblasExample usage
Example Code Snippet
import { init, cleanup, randomFloat32Array } from "wgblas";
import { sscal } from "wgblas/sscal";
const device = await init();
const n = 10;
const alpha = 2.0;
const x = randomFloat32Array(n, -10, 10);
console.log("before:", x);
const result = await sscal(device, n, alpha, x, 1);
console.log("after: ", result);
cleanup();Browser (standalone HTML)
No bundler needed. Load the pre-built browser bundle from the CDN and use window.wgblas directly:
<!doctype html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>sscal — wgblas browser example</title>
<script src="https://unpkg.com/wgblas/dist/wgblas.browser.js"></script>
</head>
<body>
<pre id="out">Running…</pre>
<script>
const { init, sscal, randomFloat32Array, cleanup } = window.wgblas;
(async () => {
const device = await init();
const n = 10;
const alpha = 2.0;
const x = randomFloat32Array(n, -10, 10);
const xBefore = Array.from(x).map(v => v.toFixed(4)).join(", ");
const result = await sscal(device, n, alpha, x, 1);
document.getElementById("out").textContent =
"before: " + xBefore +
"\nafter: " + Array.from(result).map(v => v.toFixed(4)).join(", ");
cleanup();
})();
</script>
</body>
</html>GpuVector usage
GpuVector keeps data resident on the GPU between operations — upload once, chain any number of operations, read back once. This eliminates the redundant uploads and readbacks between steps, which are often more expensive than the compute itself.
import { init, cleanup, randomFloat32Array } from "wgblas";
import { saxpy } from "wgblas/saxpy";
import { sscal } from "wgblas/sscal";
import { GpuVector } from "wgblas/classes/GpuVector";
const device = await init();
const n = 10;
const alpha = 2;
const scale = 0.5;
const x = randomFloat32Array(n, -10, 10);
const y = randomFloat32Array(n, -10, 10);
const xGpu = GpuVector.from(x);
const yGpu = GpuVector.from(y);
console.log("x: ", x);
console.log("y: ", y);
// results stay in the GPU.
await saxpy(device, n, alpha, xGpu, 1, yGpu, 1);
await sscal(device, n, scale, yGpu, 1);
// single readback
const result = await yGpu.read();
console.log("result: ", result);
xGpu.destroy();
yGpu.destroy();
cleanup();