Massive Parallelism in Blazor Wasm — Run ILGPU C# kernels on WebGPU, WebGL, and Wasm.
Write parallel compute code in C# and let the library pick the best available backend automatically. Two GPU backends bring GPU-accelerated compute to virtually every modern browser and device, while the Wasm backend provides near-native multi-threaded execution on any browser that supports Blazor WebAssembly.
┌────────────────────────────────────────────────────────────────┐
│ Your C# ILGPU Kernel │
├──────────────────┬──────────────────┬──────────────────────────┤
│ WebGPU │ WebGL │ Wasm │
│ Backend │ Backend │ Backend │
├──────────────────┼──────────────────┼──────────────────────────┤
│ WGSL │ GLSL ES 3.0 │ WebAssembly binary │
│ transpile → GPU │ transpile → GPU │ compile → Web Workers │
└──────────────────┴──────────────────┴──────────────────────────┘
Also includes CPU backend for debugging and comparison.
The Live Demo source is located in SpawnDev.ILGPU.Demo and showcases:
- Fractal Explorer - Interactive Mandelbrot / Fractal Explorer
- Run Benchmarks - Benchmark suite comparing performance across all backends
- Unit Tests - Comprehensive unit tests for all backends
| 🎮 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 | |
| SharedArrayBuffer | Not required | Not required | Required for multi-worker | Not required |
| Performance | ⚡⚡⚡ Fastest | ⚡⚡ Fast | ⚡⚡ Fast | 🐢 Slowest |
| Shared Memory | ✅ | ❌ | ✅ | |
| Atomics | ✅ | ❌ | ✅ | |
| 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
- Three parallel backends — WebGPU (GPU compute via WGSL), WebGL (GPU via Transform Feedback), and Wasm (native WebAssembly on Web Workers)
- CPU backend — Standard ILGPU CPU accelerator included for debugging and performance comparison
- 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 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)
- No native dependencies — Entirely written in C#
dotnet add package SpawnDev.ILGPUSpawnDev.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();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):
using ILGPU;
using 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];
}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);// CPU — single-threaded fallback for debugging and comparison (runs on main thread)
using var context = Context.Create().CPU().ToContext();
using var accelerator = context.CreateCPUAccelerator(0);Start the demo app and navigate to /tests to run the unit test suite.
# Windows
_test.bat
# Linux/macOS
./_test.sh400+ tests across four test suites covering all core features.
| 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 |
| 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 | ✅ |
| 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 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.
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 |
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
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();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 backendWhen publishing, specific MSBuild properties are required:
<PropertyGroup>
<!-- Disable IL trimming to preserve ILGPU kernel methods and reflection metadata -->
<PublishTrimmed>false</PublishTrimmed>
<!-- Disable AOT compilation - ILGPU requires IL reflection -->
<RunAOTCompilation>false</RunAOTCompilation>
</PropertyGroup>This project is licensed under the same terms as ILGPU. See LICENSE for details.
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

