SpawnDev.ILGPU
2.1.0
dotnet add package SpawnDev.ILGPU --version 2.1.0
NuGet\Install-Package SpawnDev.ILGPU -Version 2.1.0
<PackageReference Include="SpawnDev.ILGPU" Version="2.1.0" />
<PackageVersion Include="SpawnDev.ILGPU" Version="2.1.0" />
<PackageReference Include="SpawnDev.ILGPU" />
paket add SpawnDev.ILGPU --version 2.1.0
#r "nuget: SpawnDev.ILGPU, 2.1.0"
#:package SpawnDev.ILGPU@2.1.0
#addin nuget:?package=SpawnDev.ILGPU&version=2.1.0
#tool nuget:?package=SpawnDev.ILGPU&version=2.1.0
SpawnDev.ILGPU
Run ILGPU kernels in the browser — on the GPU via WebGPU or WebGL, natively via WebAssembly, across threads via Web Workers, or on the CPU.
Write parallel compute code in C# and let the library pick the best available backend automatically. With two GPU backends, SpawnDev.ILGPU brings GPU-accelerated compute to virtually every modern browser and device.
Architecture
┌──────────────────────────────────────────────────────────────────────────┐
│ Your C# ILGPU Kernel │
├──────────────┬──────────────┬──────────────┬──────────────┬──────────────┤
│ WebGPU │ WebGL │ Wasm │ Workers │ CPU │
│ Backend │ Backend │ Backend │ Backend │ Backend │
├──────────────┼──────────────┼──────────────┼──────────────┼──────────────┤
│ WGSL │ GLSL ES 3.0 │ WebAssembly │ JavaScript │ .NET runtime │
│ transpile │ transpile │ binary │ transpile + │ (main thread │
│ → GPU │ → GPU │ → Workers │ Web Workers │ blocking) │
└──────────────┴──────────────┴──────────────┴──────────────┴──────────────┘
Demo Application
The demo application is located in SpawnDev.ILGPU.Demo and showcases:
- Automatic device detection across all backends
- Interactive Mandelbrot / Fractal Explorer (WebGPU, WebGL, Wasm, Workers)
- Comprehensive unit test suites for WebGPU, WebGL, Workers, Wasm, and CPU backends
- Live Demo
- Live Demo - Fractal Explorer
Backends at a Glance
| 🎮 WebGPU | 🖼️ WebGL | 🧊 Wasm | 🧵 Workers | 💻 CPU | |
|---|---|---|---|---|---|
| Executes on | GPU | GPU | Web Workers | Web Workers | Main (UI) thread |
| Transpiles to | WGSL | GLSL ES 3.0 | WebAssembly binary | JavaScript | — (interpreted) |
| Technique | Compute shader | Transform Feedback | Multi-worker | Multi-worker | Single-threaded |
| Blocking | Non-blocking | Non-blocking | Non-blocking | Non-blocking | ⚠️ Blocks UI thread |
| SharedArrayBuffer | Not required | Not required | Required for multi-worker | Required for multi-worker | Not required |
| Performance | ⚡⚡⚡ Fastest | ⚡⚡⚡ Fast | ⚡⚡ Fast | ⚡ Moderate | 🐢 Slowest |
| Shared Memory | ✅ | ❌ | ✅ | ✅ | ⚠️ Barriers broken in WASM |
| Atomics | ✅ | ❌ | ✅ | ✅ | ⚠️ Crashes in WASM |
| 64-bit (f64/i64) | ✅ Emulated | ✅ Emulated | ✅ Native | ✅ Native | ✅ Native |
| Browser support | Chrome/Edge 113+ | All modern browsers | All modern browsers | All modern browsers | All modern browsers |
| Best for | GPU compute (modern) | GPU compute (universal) | General compute | CPU-bound parallel work | Fallback / debugging |
Auto-selection priority: WebGPU → WebGL → Wasm → Workers → CPU
Features
- Five backends — WebGPU (GPU compute), WebGL (GPU via Transform Feedback), Wasm (native WebAssembly), Workers (multi-threaded JS), and CPU (fallback)
- Two GPU backends — WebGPU for modern browsers, WebGL for universal GPU access on virtually every device
- Automatic backend selection —
CreatePreferredAcceleratorAsync()picks the best available - ILGPU-compatible — Use familiar APIs (
ArrayView,Index1D/2D/3D, math intrinsics, etc.) - WGSL transpilation — C# kernels automatically compiled to WebGPU Shading Language
- GLSL transpilation — C# kernels compiled to GLSL ES 3.0 vertex shaders with Transform Feedback for GPU compute
- Wasm compilation — C# kernels compiled to native WebAssembly binary modules
- 64-bit emulation — Support for
double(f64) andlong(i64) via software emulation on both GPU backends - WebGPU extension auto-detection — Probes adapter for
shader-f16,subgroups,timestamp-query, and other features; conditionally enables them on the device - Subgroup operations —
Group.BroadcastandWarp.Shuffleare supported on the WebGPU backend when the browser supports thesubgroupsextension - Multi-worker dispatch — Wasm and Workers backends distribute work across all available CPU cores via SharedArrayBuffer
- Blazor WebAssembly — Seamless integration via SpawnDev.BlazorJS
- Shared memory & atomics — Supports workgroup memory, barriers, and atomic operations (WebGPU, Wasm, Workers)
- No native dependencies — Entirely written in C#
Installation
dotnet add package SpawnDev.ILGPU
1. Configure Program.cs
SpawnDev.ILGPU requires SpawnDev.BlazorJS for browser interop.
using SpawnDev.BlazorJS;
var builder = WebAssemblyHostBuilder.CreateDefault(args);
builder.RootComponents.Add<App>("#app");
builder.RootComponents.Add<HeadOutlet>("head::after");
// Add BlazorJS services
builder.Services.AddBlazorJSRuntime();
await builder.Build().BlazorJSRunAsync();
2. Quick Start — Automatic Backend Selection
The simplest way to use SpawnDev.ILGPU is with automatic backend selection. The library discovers all available backends and picks the best one (WebGPU → WebGL → Wasm → Workers → CPU):
using ILGPU;
using ILGPU.Runtime;
using SpawnDev.ILGPU;
// Initialize context with all available backends (WebGPU, WebGL, Wasm, Workers, CPU)
using var context = await Context.CreateAsync(builder => builder.AllAcceleratorsAsync());
// Create the best available accelerator (WebGPU > WebGL > Wasm > Workers > CPU)
using var accelerator = await context.CreatePreferredAcceleratorAsync();
// Allocate buffers and run a kernel — same API regardless of backend
int length = 256;
using var bufA = accelerator.Allocate1D(Enumerable.Range(0, length).Select(i => (float)i).ToArray());
using var bufB = accelerator.Allocate1D(Enumerable.Range(0, length).Select(i => (float)i * 2f).ToArray());
using var bufC = accelerator.Allocate1D<float>(length);
var kernel = accelerator.LoadAutoGroupedStreamKernel<Index1D, ArrayView<float>, ArrayView<float>, ArrayView<float>>(VectorAddKernel);
kernel((Index1D)length, bufA.View, bufB.View, bufC.View);
await accelerator.SynchronizeAsync();
var results = await bufC.CopyToHostAsync<float>();
// The kernel — runs on GPU, Wasm, workers, or CPU transparently
static void VectorAddKernel(Index1D index, ArrayView<float> a, ArrayView<float> b, ArrayView<float> c)
{
c[index] = a[index] + b[index];
}
3. Using a Specific Backend
You can also target a specific backend directly using Context.CreateAsync:
// WebGPU — GPU compute via WGSL
using var context = await Context.CreateAsync(builder => builder.WebGPU());
var device = context.GetWebGPUDevices()[0];
using var accelerator = await device.CreateAcceleratorAsync(context);
// WebGL — GPU compute via GLSL ES 3.0 + Transform Feedback (works on virtually all browsers)
using var context = await Context.CreateAsync(builder => builder.WebGL());
var device = context.GetWebGLDevices()[0];
using var accelerator = await device.CreateAcceleratorAsync(context);
// Wasm — native WebAssembly binary
using var context = await Context.CreateAsync(builder => builder.Wasm());
var device = context.GetDevices<WasmILGPUDevice>()[0];
using var accelerator = await device.CreateAcceleratorAsync(context);
// Workers — multi-threaded JavaScript
using var context = await Context.CreateAsync(builder => builder.Workers());
var device = context.GetDevices<WorkersILGPUDevice>()[0];
using var accelerator = await device.CreateAcceleratorAsync(context);
// CPU — single-threaded fallback (runs on main thread)
using var context = Context.Create().CPU().ToContext();
using var accelerator = context.CreateCPUAccelerator(0);
Testing
Browser Tests
Start the demo app and navigate to /tests to run the unit test suite.
Automated Tests (Playwright)
# Windows
_test.bat
# Linux/macOS
./_test.sh
Test Coverage
450+ tests across five test suites covering all core features.
Test Suites
| Suite | Backend | What's Tested |
|---|---|---|
| WebGPUTests | WebGPU | Full ILGPU feature set on GPU via WGSL |
| WebGLTests | WebGL | GPU compute via GLSL ES 3.0, f64/i64 emulation |
| WasmTests | Wasm | Native WebAssembly binary dispatch to workers |
| WorkerTests | Workers | Multi-threaded JS dispatch, parity with WebGPU |
| CPUTests | CPU | ILGPU CPU accelerator as reference (barriers/atomics excluded) |
| DefaultTests | Auto | Device enumeration, preferred backend, kernel execution |
Coverage by Area
| Area | What's Tested | Status |
|---|---|---|
| Memory | Allocation, transfer, copy, views | ✅ |
| Indexing | 1D, 2D, 3D kernels, boundary conditions | ✅ |
| Arithmetic | +, -, *, /, %, negation, complex expressions | ✅ |
| Bitwise | AND, OR, XOR, NOT, shifts (<<, >>) | ✅ |
| Math Functions | sin, cos, tan, exp, log, sqrt, pow, abs, min, max | ✅ |
| Atomics | Add, Min, Max, CompareExchange, Xor | ✅ |
| Control Flow | if/else, loops, nested, short-circuit | ✅ |
| Structs | Simple, nested, with arrays | ✅ |
| Type Casting | float↔int, uint, mixed precision | ✅ |
| 64-bit Emulation | double and long via software emulation (WebGPU, WebGL) |
✅ |
| GPU Patterns | Stencil, reduction, matrix multiply, lerp, smoothstep | ✅ |
| Shared Memory | Static and dynamic workgroup memory | ✅ |
| Broadcast & Subgroups | Group.Broadcast, Warp.Shuffle (WebGPU with subgroups extension) |
✅ |
| Special Values | NaN, Infinity detection | ✅ |
| Backend Selection | Auto-discovery, priority, cross-backend kernel execution | ✅ |
Browser Requirements
| Backend | Browser Support |
|---|---|
| WebGPU | Chrome/Edge 113+, Firefox Nightly (dom.webgpu.enabled) |
| WebGL | ✅ All modern browsers (Chrome, Edge, Firefox, Safari, mobile browsers) |
| Wasm | All modern browsers |
| Workers | All modern browsers |
| CPU | All modern browsers |
GPU on every device: WebGL support means GPU-accelerated compute works on virtually every browser and device — including mobile phones, tablets, and older desktops without WebGPU support.
Note: For multi-worker SharedArrayBuffer support (used by Wasm and Workers backends), the page must be cross-origin isolated (COOP/COEP headers). The demo includes a service worker (
coi-serviceworker.js) that handles this automatically. Without SharedArrayBuffer, both backends fall back to single-worker mode.
GPU Backend Configuration
64-bit Emulation
GPU hardware typically only supports 32-bit operations. Both GPU backends (WebGPU and WebGL) provide software emulation for 64-bit types (double/f64 and long/i64), enabled by default for full precision parity with CPU and Workers backends.
To disable emulation for better performance (at the cost of precision):
// WebGPU
using SpawnDev.ILGPU.WebGPU.Backend;
var options = new WebGPUBackendOptions { EnableF64Emulation = false, EnableI64Emulation = false };
using var accelerator = await device.CreateAcceleratorAsync(context, options);
// WebGL
using SpawnDev.ILGPU.WebGL.Backend;
var options = new WebGLBackendOptions { EnableF64Emulation = false, EnableI64Emulation = false };
using var accelerator = await device.CreateAcceleratorAsync(context, options);
| Option | Default | Description |
|---|---|---|
EnableF64Emulation |
true |
64-bit float (double) emulation via double-float technique |
EnableI64Emulation |
true |
64-bit integer (long) emulation via double-word technique |
Workers Backend
The Workers backend transpiles ILGPU kernels to JavaScript and executes them across Web Workers for multi-threaded CPU computation in the browser.
Execution Modes
| Mode | When | Workers | Memory |
|---|---|---|---|
| Parallel | WorkerCount > 1 + SharedArrayBuffer |
N workers | Zero-copy via SAB |
| Off-thread | WorkerCount == 1 or no SAB |
1 worker | Zero-copy via transfer |
Worker Count
By default, the Workers backend uses all available logical cores (navigator.hardwareConcurrency). You can configure this:
// Use 4 workers
var device = context.GetWorkersDevices()[0];
using var accelerator = await device.CreateWorkersAcceleratorAsync(workerCount: 4);
Wasm Backend
The Wasm backend compiles ILGPU kernels to native WebAssembly binary modules and dispatches them to Web Workers for parallel execution. This provides near-native performance for compute-intensive workloads.
- Kernels are compiled to
.wasmbinary format (not text) - Compiled modules are cached and reused across dispatches
- Shared memory uses
SharedArrayBufferfor zero-copy data sharing
Async Synchronization
In Blazor WebAssembly, the main thread cannot block. Use SynchronizeAsync() instead of Synchronize():
// ❌ Don't use — causes deadlock in Blazor WASM
accelerator.Synchronize();
// ✅ Use async version — works with all backends
await accelerator.SynchronizeAsync();
Verbose Logging
All backends include verbose debug logging, disabled by default. Enable per-backend when needed:
using SpawnDev.ILGPU.WebGPU.Backend;
using SpawnDev.ILGPU.WebGL.Backend;
using SpawnDev.ILGPU.Workers.Backend;
using SpawnDev.ILGPU.Wasm.Backend;
WebGPUBackend.VerboseLogging = true; // WebGPU backend
WebGLBackend.VerboseLogging = true; // WebGL backend
WasmBackend.VerboseLogging = true; // Wasm backend
WorkersBackend.VerboseLogging = true; // Workers backend
Blazor WebAssembly Configuration
When publishing, specific MSBuild properties are required:
<PropertyGroup>
<PublishTrimmed>false</PublishTrimmed>
<RunAOTCompilation>false</RunAOTCompilation>
</PropertyGroup>
License
This project is licensed under the same terms as ILGPU. See LICENSE for details.
Credits
SpawnDev.ILGPU is built upon the excellent ILGPU library. We would like to thank the original authors and contributors of ILGPU for their hard work in providing a high-performance, robust IL-to-GPU compiler for the .NET ecosystem.
- ILGPU Project: https://github.com/m4rs-mt/ILGPU
- ILGPU Authors: Marcel Koester and the ILGPU contributors
Resources
| Product | Versions Compatible and additional computed target framework versions. |
|---|---|
| .NET | net10.0 is compatible. net10.0-android was computed. net10.0-browser was computed. net10.0-ios was computed. net10.0-maccatalyst was computed. net10.0-macos was computed. net10.0-tvos was computed. net10.0-windows was computed. |
-
net10.0
- Microsoft.AspNetCore.Components.Web (>= 10.0.2)
- SpawnDev.BlazorJS (>= 3.0.1)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
| Version | Downloads | Last Updated |
|---|---|---|
| 2.1.0 | 33 | 2/13/2026 |
| 2.0.0 | 42 | 2/9/2026 |
| 2.0.0-preview.1 | 36 | 2/9/2026 |
