SpawnDev.ILGPU 3.2.1

There is a newer version of this package available.
See the version list below for details.
dotnet add package SpawnDev.ILGPU --version 3.2.1
                    
NuGet\Install-Package SpawnDev.ILGPU -Version 3.2.1
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="SpawnDev.ILGPU" Version="3.2.1" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="SpawnDev.ILGPU" Version="3.2.1" />
                    
Directory.Packages.props
<PackageReference Include="SpawnDev.ILGPU" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add SpawnDev.ILGPU --version 3.2.1
                    
#r "nuget: SpawnDev.ILGPU, 3.2.1"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package SpawnDev.ILGPU@3.2.1
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=SpawnDev.ILGPU&version=3.2.1
                    
Install as a Cake Addin
#tool nuget:?package=SpawnDev.ILGPU&version=3.2.1
                    
Install as a Cake Tool

SpawnDev.ILGPU

NuGet

Run ILGPU C# kernels on WebGPU, WebGL, Wasm, Cuda, and OpenCL — from a single codebase.
Write parallel compute code in C# and let the library pick the best available backend automatically. In the browser, three backends (WebGPU, WebGL, Wasm) bring GPU-accelerated compute to virtually every modern browser. On desktop and server, ILGPU's native Cuda and OpenCL backends are available alongside CPU. The same async extension methods work everywhere.

Your existing ILGPU kernels run in the browser with zero changes to the kernel code — and the same code runs on desktop too.

Architecture

┌────────────────────────────────────────────────────────────────────────────────┐
│                          Your C# ILGPU Kernel                                  │
├──────────────────┬──────────────────┬──────────────┬──────────┬───────────────┤
│     WebGPU       │     WebGL        │     Wasm     │   Cuda   │   OpenCL      │
│     Backend      │     Backend      │   Backend    │ Backend  │   Backend     │
├──────────────────┼──────────────────┼──────────────┼──────────┼───────────────┤
│ WGSL             │ GLSL ES 3.0      │ Wasm binary  │   PTX    │   OpenCL C    │
│ transpile → GPU  │ transpile → GPU  │ → Workers    │  → GPU   │    → GPU      │
└──────────────────┴──────────────────┴──────────────┴──────────┴───────────────┘
  Browser backends: WebGPU, WebGL, Wasm    Desktop backends: Cuda, OpenCL, CPU

Demo Application

The Live Demo source is located in SpawnDev.ILGPU.Demo and showcases:

Benchmarks Screenshot
Fractal Explorer Screenshot

📚 Documentation

Comprehensive documentation is available in the Docs folder:

  • Getting Started — Installation, setup, first kernel
  • Backends — WebGPU, WebGL, Wasm, Cuda, OpenCL, CPU setup & configuration
  • Writing Kernels — Kernel rules, index types, math functions, shared memory
  • Memory & Buffers — Allocation, async readback, zero-allocation patterns
  • Advanced Patterns — Device sharing, external buffers, GPU intrinsics, rendering
  • Limitations — Blazor WASM constraints, browser compatibility
  • API Reference — Public API surface by namespace

Browser Backends (Blazor WebAssembly)

🎮 WebGPU 🖼️ WebGL 🧊 Wasm 🐢 CPU (Debug)
Executes on GPU GPU Web Workers Main (UI) thread
Transpiles to WGSL GLSL ES 3.0 WebAssembly binary — (interpreted)
Technique Compute shader Transform Feedback Multi-worker Single-threaded
Blocking Non-blocking Non-blocking Non-blocking ⚠️ Blocks UI thread
SharedArrayBuffer Not required Not required Required for multi-worker Not required
Shared Memory ⚠️ Barriers broken in WASM
Atomics ⚠️ Crashes in WASM
64-bit (f64/i64) ✅ Emulated ✅ Emulated ✅ Native ✅ Native
Browser support Chrome/Edge 113+ All modern browsers All modern browsers All modern browsers
Best for GPU compute (modern) GPU compute (universal) General compute Debugging / comparison

Auto-selection priority: WebGPU → WebGL → Wasm

Desktop Backends (Console, WPF, ASP.NET, etc.)

SpawnDev.ILGPU bundles ILGPU's native backends, so the same NuGet package works on desktop and server too.

🚀 Cuda 🔧 OpenCL 🐢 CPU
Executes on NVIDIA GPU AMD/Intel GPU CPU cores
Transpiles to PTX OpenCL C — (interpreted)
Shared Memory
Atomics
64-bit ✅ Native ✅ Native ✅ Native
Requirement NVIDIA GPU + driver OpenCL 2.0+ GPU None

Auto-selection: Cuda → OpenCL → CPU (via GetPreferredDevice)

Features

  • Cross-platform — Same kernel code runs in browser (WebGPU, WebGL, Wasm) and desktop (Cuda, OpenCL, CPU) from one NuGet package
  • Automatic backend selectionCreatePreferredAcceleratorAsync() (browser) or GetPreferredDevice() (desktop) picks the best available
  • Unified async APISynchronizeAsync() and CopyToHostAsync() work everywhere, falling back to synchronous calls on desktop
  • 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) and long (i64) via software emulation on browser GPU backends, with two f64 schemes: fast Dekker (vec2<f32>) and precise Ozaki (vec4<f32>)
  • WebGPU extension auto-detection — Probes adapter for shader-f16, subgroups, timestamp-query, and other features; conditionally enables them on the device
  • Subgroup operationsGroup.Broadcast and Warp.Shuffle are supported on the WebGPU backend when the browser supports the subgroups extension
  • Multi-worker dispatch — Wasm backend distributes work across all available CPU cores via SharedArrayBuffer; falls back to a single off-thread worker when SAB is unavailable
  • Blazor WebAssembly — Seamless integration via SpawnDev.BlazorJS
  • Shared memory & atomics — Supports workgroup memory, barriers, and atomic operations (WebGPU, Wasm, Cuda, OpenCL)
  • No native dependencies — Entirely written in C#

Installation

dotnet add package SpawnDev.ILGPU

Quick Start — Blazor WebAssembly

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. Automatic Backend Selection

The library discovers all available browser backends and picks the best one (WebGPU → WebGL → Wasm):

using global::ILGPU;
using global::ILGPU.Runtime;
using SpawnDev.ILGPU;

// Initialize context with all available backends
using var context = await Context.CreateAsync(builder => builder.AllAcceleratorsAsync());

// Create the best available accelerator (WebGPU > WebGL > Wasm)
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 or Wasm 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 Browser Backend

// 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);

Quick Start — Desktop / Server

SpawnDev.ILGPU also works in console, WPF, ASP.NET, and other .NET apps. The same async pattern used in Blazor WASM works on desktop too:

using global::ILGPU;
using global::ILGPU.Runtime;
using SpawnDev.ILGPU;

// SAME code as Blazor WASM — AllAcceleratorsAsync auto-detects the environment
// Browser: registers WebGPU, WebGL, Wasm, CPU
// Desktop: registers Cuda, OpenCL, CPU (browser backends are skipped)
using var context = await Context.CreateAsync(builder => builder.AllAcceleratorsAsync());
using var accelerator = await context.CreatePreferredAcceleratorAsync();

Console.WriteLine($"Using: {accelerator.Name} ({accelerator.AcceleratorType})");

// Same kernel code, same async extensions
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);

// SynchronizeAsync/CopyToHostAsync fall back to synchronous calls on desktop
await accelerator.SynchronizeAsync();
var results = await bufC.CopyToHostAsync<float>();

Console.WriteLine($"result[0]={results[0]}, result[255]={results[255]}");

static void VectorAddKernel(Index1D index, ArrayView<float> a, ArrayView<float> b, ArrayView<float> c)
{
    c[index] = a[index] + b[index];
}

Same kernel, any platform. The VectorAddKernel above is identical in both examples. Write once, run on WebGPU, WebGL, Wasm, Cuda, OpenCL, or CPU.

Why async? Browser backends require async — Blazor WASM's single-threaded environment will deadlock on synchronous calls. Desktop backends support both sync and async, with async extensions gracefully falling back to synchronous ILGPU calls. Therefore, the async pattern is always recommended for maximum portability.

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

400+ tests across four 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
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 (compatible with every browser that supports Blazor WASM)
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 the Wasm backend for parallel dispatch), 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, the Wasm backend falls back to single-worker mode — still running off the main thread to keep the UI responsive.

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 the Wasm and CPU backends.

double (f64) Emulation Schemes

The WebGPU backend offers two emulation schemes for double precision:

Dekker (Default) Ozaki
Representation vec2<f32> (high + low) vec4<f32> (quad-float)
Precision ~48–53 bits of mantissa Strict IEEE 754 double precision
Memory 8 bytes per value 16 bytes per value
Performance ⚡ Faster 🐢 Slower (~2× overhead)
Best for General compute, fractals, most workloads Scientific computing, financial calculations
Option UseOzakiF64Emulation = false UseOzakiF64Emulation = true
// Default: Dekker double-float emulation (good precision, better performance)
var options = new WebGPUBackendOptions();
using var accelerator = await device.CreateAcceleratorAsync(context, options);

// Ozaki quad-float emulation (strict IEEE 754 precision)
var options = new WebGPUBackendOptions { UseOzakiF64Emulation = true };
using var accelerator = await device.CreateAcceleratorAsync(context, options);

// Disable f64 emulation entirely (double promoted to float for max performance)
var options = new WebGPUBackendOptions { EnableF64Emulation = false };
using var accelerator = await device.CreateAcceleratorAsync(context, options);
Configuration Options
Option Default Description
EnableF64Emulation true 64-bit float (double) emulation. When disabled, double is promoted to float.
UseOzakiF64Emulation false Use Ozaki vec4<f32> scheme instead of Dekker vec2<f32> for strict IEEE 754 compliance.
EnableI64Emulation true 64-bit integer (long/ulong) emulation via vec2<u32> double-word technique.

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);

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 .wasm binary format (not text)
  • Compiled modules are cached and reused across dispatches
  • Shared memory uses SharedArrayBuffer for 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.Wasm.Backend;

WebGPUBackend.VerboseLogging = true;   // WebGPU backend
WebGLBackend.VerboseLogging = true;    // WebGL backend
WasmBackend.VerboseLogging = true;     // Wasm 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.

Resources

Product 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. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

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