Mach v0.3 has been released! For all the details check out the announcement

Highly experimental, blazingly fast, lean & mean descendant/successor of WebGPU native written in Zig.

Experimental

This is an experimental project according to our stability guarantees:

When a project has an experimental warning, it means all bets are off. You should carefully read the warning to understand why the project is experimental, and assume the worst.

Tracking issue: https://github.com/hexops/mach/issues/966

History

In Mach v0.2 we announced an experiment to write a WebGPU implementation in Zig.

In Mach v0.3 we talked about how the project has since grown to have the goal of superseding WebGPU for native applications. Although the API is still greatly inspired by WebGPU, and cozy to those familiar with it, sysgpu stands on its own today - with a goal of being a descendant/successor of WebGPU native.

Goals

Modern graphics API

Competitive with other modern graphics abstraction APIs like WebGPU, SDL3, sokol_gfx, etc. Feel cozy to devs familiar with WebGPU, ‘a better WebGPU [native]’ - targeting:

  • Windows: Direct3D 12
  • Linux: Vulkan
  • macOS: Metal
  • iOS: Metal
  • Android: Vulkan
  • Browser: WebGPU

With an OpenGL fallback.

Alleviate pain points of WebGPU

  • Better approach to pipeline creation / descriptors, with an API that supports push constants / optimization when available.
  • More integrated approach to binding resources to shaders, type-correctness, etc.

More modern, performant, and featureful

  • WebGPU must support all hardware released in the last 8-12 years, sysgpu only targets hardware in the last 5 years, making our ‘baseline’ API much more modern.
  • WebGPU/Browsers cannot add new features or make breaking changes without committee quorum, implementations in multiple browsers, etc. We can move faster because sysgpu is an implementation, not a specification.
  • Support modern functionality as optional extensions, e.g. bindless resources, ray tracing, push constants, multiple queues/async, etc. and graduate them to non-extensions when hardware support is wide enough.

Offline shader compilation

  • Compile shaders fully offline for better runtime performance, and also so you do not have to ship large shader compilation stacks with your binaries.

Viable for modern desktop/mobile apps

Not just for games. We will provide e.g. an OpenGL fallback on platforms like Linux where functional drivers may not exist so that it is viable for modern desktop/mobile apps.

Other goals

  • C API support
  • Improved shading language (think: #include support, better integration with Zig for type safety, etc.)

Non-goals

  • “WebGPU compatibility mode” equivalent, i.e. support for very old/outdated/underpowered hardware / embedded devices. We’ll support a broad range of laptop, desktop, and mobile hardware.
  • Patching and/or working around bad/insecure graphics drivers (browsers/WebGPU must do this for security and maintain e.g. denylists of drivers.)
  • Browser-level security; our target is native application development, not being the graphics API a browser provides.
  • Pure software rendering, e.g. WebGPU/Dawn falls back to a Vulkan software renderer in some cases.
  • Bringing your own shading language (via SPIRV or otherwise), we’ll bless one shading language and it will be integrated nicely.
  • Supporting more than 1 (max 2) backend APIs per platform; in general we will have one backend using the platform’s modern-and-widely-supported API, and sometimes one backend as a fallback for systems that have great divergence. We won’t officially support a myriad of backends per platform.

Experimental, not ready for general use

sysgpu is coming along very nicely, with functional backends capable of running all the mach-core examples already via D3D 12, Metal, and Vulkan backends today. An OpenGL fallback backend is also largely functional.

We have a functional WGSL parser/compiler/transpiler which is quite correct, but shader compilation is an open area of exploration and we are considering replacing WGSL with Zig itself as the shading language instead.

Currently it is a nearly fully-functional implementation of webgpu.h, but numerous improvements to the actual API are planned.

Join the Mach Discord community for discussion, or keep tabs on open issues and wait for an announcement that it is generally ready for use.