The WebGPU interface for Zig, featuring:
- Zero-fuss installation, cross-compilation at the flip of a switch, and broad platform support.
- 100% API coverage. Every function, type, constant, etc. has been exposed in a ziggified API.
- Desktop, Steam Deck, (soon) web, and (future) mobile support.
- A modern graphics API similar to Metal, Vulkan, and DirectX 12.
- Cross-platform shading language
- Compute shaders
- Advanced GPU features where hardware support is available.
Benefits of mach/gpu and WebGPU
mach/gpu
is a zero-cost idiomatic Zig interface to the next-generation WebGPU API, which supersedes WebGL and exposes the common denominator between the latest low-level graphics APIs (Vulkan, Metal, D3D12) in the web.
Despite its name, WebGPU was built with native support in mind and has substantial investment from Mozilla, Google, Microsoft, Intel, and Apple.
When targeting WebAssembly, mach/gpu
merely calls into the browser’s native WebGPU implementation.
When targeting native platforms, we build Google Chrome’s WebGPU implementation, Dawn using Zig as the C/C++ compiler toolchain. We bypass the client-server sandboxing model, and use zig build
(plus a lot of hand-holding) to support zero-fuss cross compilation & installation without any third-party Google tools, libraries, etc. Just zig
and git
needed, nothing else.
Perfecting WebGPU for Zig
There is a detailed write-up of how we’ve been perfecting WebGPU for Zig.
Usage
On your own, this involves creating a window (using GLFW, and other APIs if you want Web, Mobile, or other platform support), using Dawn’s API to create a device and bind it to that window, using OS-specific APIs to get the window handle to bind, etc. examples/main.zig
demonstrates how to do this. There’s a fair amount of setup code involved.
You may also want to consider using Mach core.
Goals
- Allow comptime-defined interception of WebGPU API requests (comptime interfaces.)
- Expose a standard Dawn
webgpu.h
-compliant C ABI, which routes through Zig comptime interfaces. - Support Dawn and Browser (via WASM/JS) implementations of WebGPU.
- Broad platform support: desktop, mobile, web, consoles.
- First-class Linux support (Wayland, OpenGL and OpenGL ES fallbacks, etc.)
Non-goals
- Support non-Dawn (e.g. Rust WebGPU) implementations if they don’t match the same
webgpu.h
as Dawn. - Maintain backwards compatibility with deprecated
webgpu.h
methods.
Getting started
Create a build.zig.zon
in your project (replace LATEST_COMMIT
with the latest commit hash):
.{
.name = "mypkg",
.version = "0.1.0",
.dependencies = .{
.mach_gpu = .{
.url = "https://pkg.machengine.org/mach-gpu/LATEST_COMMIT.tar.gz",
},
},
}
Run zig build
in your project, and the compiler will instruct you to add a .hash = "..."
field next to .url
:
note: expected .hash = "12209838fcfb7a77d2d6931efdc7448c033a1b7dad11d082c94bbeeba9d1038cd311",
Then use the dependency in your build.zig
:
pub fn build(b: *std.Build) void {
...
exe.addModule("mach-gpu", b.dependency("mach_gpu", .{
.target = target,
.optimize = optimize,
}).module("mach-gpu"));
}
You can now use it in your src/main.zig
file:
const gpu = @import("mach-gpu");
Ran into trouble?
Triple-check you followed the build.zig.zon
instructions correctly, it’s easy to mess that part up.
Feel free to join the Mach Discord community for help.
Quality of life improvements
We make the following quality of life improvements.
Flag sets
See perfecting WebGPU for Zig.
Optionality & nullability
- Optional values default to their zero value (either
null
or a struct constructor.{}
) when specified asoptional
indawn.json
. This means things likelabel
,next_in_chain
, etc. do not need to be specified. - Fields representing a slice with a
_count
field are nullable pointers defaulting to null and 0 by default.
Slice helpers
Some WebGPU APIs expose slices as pointers and lengths, we either wrap these to provide a slice or alter the method directly to provide a slice (if little overhead.) The original C-style API can always be accessed via the gpu.Impl
type in any case.
The slice helpers are:
Adapter.enumerateFeaturesOwned
Buffer.getConstMappedRange
Buffer.getMappedRange
CommandEncoder.writeBuffer
ComputePassEncoder.setBindGroup
Device.enumerateFeaturesOwned
Queue.writeTexture
Queue.writeBuffer
RenderPassEncoder.executeBundles
RenderBundleEncoder.setBindGroup
RenderPassEncoder.setBindGroup
And, to initialize data structures with slices in them, the following helpers are provided:
BindGroupLayout.Descriptor.init
BindGroup.Descriptor.init
dawn.TogglesDescriptor.init
Device.Descriptor.init
PipelineLayout.Descriptor.init
QuerySet.Descriptor.init
RenderBundleEncoder.Descriptor.init
Texture.Descriptor.init
ComputePassDescriptor.init
RenderPassDescriptor.init
ProgrammableStageDescriptor.init
VertexBufferLayout.init
VertexState.init
FragmentState.init
CompilationInfo.getMessages
Typed callbacks
Most WebGPU callbacks provide a way to provide a userdata: *anyopaque
pointer to the callback for context. We alter these APIs to expose a typed context pointer instead (again, the original API is always available via the gpu.Impl
type should you want it):
Instance.requestAdapter
Adapter.requestDevice
Queue.onSubmittedWorkDone
Buffer.mapAsync
ShaderModule.getCompilationInfo
Device.createComputePipelineAsync
Device.createRenderPipelineAsync
Device.popErrorScope
Device.setDeviceLostCallback
Device.setLoggingCallback
Device.setUncapturedErrorCallback
next_in_chain extension type safety
WebGPU exposes struct types which are extendable arbitrarily, often by implementation-specific extensions. For example:
const extension = gpu.Surface.DescriptorFromWindowsHWND{
.chain = gpu.ChainedStruct{.next = null, .s_type = .surface_descriptor_from_windows_hwnd},
.hinstance = foo,
.hwnd = bar,
}
const descriptor = gpu.Surface.Descriptor{
.next_in_chain = @ptrCast(?*const ChainedStruct, &extension),
};
Here gpu.Surface.Descriptor
is a concrete type. The next_in_chain
field is set to an arbitrary pointer which follows the gpu.ChainedStruct
pattern: it must begin with a gpu.ChainedStruct
where the s_type
identifies which fields may follow after, and .next
could theoretically chain more extensions on too.
Complexity aside, next_in_chain
is not type safe! It cannot be, because such an extension could be implementation-specific. To make this safer, we instead change the next_in_chain
field type to be a union, where one option is the type-unsafe generic
pointer, and the other options are known extensions:
pub const NextInChain = extern union {
generic: ?*const ChainedStruct,
from_windows_hwnd: *const DescriptorFromWindowsHWND,
// ...
};
Additionally we initialize .chain
with a default value, making our earlier snippet look like this in most cases:
const descriptor = gpu.Surface.Descriptor{
.next_in_chain = .{.from_windows_hwnd = &.{
.hinstance = foo,
.hwnd = bar,
}},
}
Others
Device.createShaderModuleWGSL
(helper to create WGSL shader modules more nicely)
There may be other opportunities for helpers, to improve the existing APIs, or add utility APIs on top of the existing APIs. If you find one, please open an issue we’d love to consider it.