Highly experimental, blazingly fast, lean & mean WebGPU implementation 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
Goals
- Written in Zig, be the leanest and meanest WebGPU implementation in the books (ability to turn off safety checks, bounds checks in shaders, etc.)
- Custom WGSL shader parser, AST, compiler, etc.
- Modern backends:
- Direct3D (Windows)
- Vulkan (Linux, Android)
- Metal (macOS, iOS)
- (long-term) Custom Zig-like shader syntax
- (long-term) Feature extensions (bindless, ray tracing, etc.)
- Modern backends:
Non-goals
- Patching or working around bad or insecure graphics drivers (browsers do this.)
- Ultra-wide hardware support; we won’t maintain OpenGL/GLES or software rendering backends, nor compatibility mode)
- BYOSL (bring-your-own-shading-language)