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SpawnDev.ILGPU

NuGet

Run ILGPU C# kernels on WebGPU, WebGL, Wasm, Cuda, OpenCL, and CPU - 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.

Recent Highlights

4.9.3 (current): New ArrayView<T>.CopyToHostAsync() extension - real per-backend partial readback for sub-views. One device buffer can be split into per-channel / per-plane host arrays without the host iterating over the full buffer. WebGPU Half NaN/Inf bit-pattern codegen fix (multi-compare paths now route f16 through bitcast<u32>(vec2<f16>(x, 0.0h)) instead of the invalid bitcast<u32>(f16)). See Docs/memory-and-buffers.md — Partial Readback.

4.9.2: OpenCL phi-binding-per-target codegen fix (Tuvok's Av1RangeDecoderGpu.DecodeCdfQ15 round-trip green); rolls up the rc.7-rc.30 series (signed Div by pow2 correctness, NaN/Inf codegen across WGSL/GLSL/Wasm/OpenCL, Wasm wait/notify-free + worker-headroom default, helper fn-definition emission for compile-cliff avoidance, AcceleratorRequirements capability gating, T4-drift + four-package version-sync CI guards).

4.9.0: Complete sub-word data type support (Int8, UInt8, Int16, UInt16, Float16) across all 6 GPU backends + CopyFromJS zero-copy JS->GPU transfer.

4.8.0: Wasm worker function caching (3-4x kernel dispatch speedup), full worker parallelism for non-barrier kernels.

4.7.1: GPU-side test verification (GpuTestVerify, 10x+ faster than CPU readback), CPU default optimization, full DI integration.

4.6.0: Wasm fiber-based barrier dispatch (full ILGPU Algorithms on Wasm, all RadixSort variants 100K-4M+ elements), 20+ Wasm bugs fixed, ShaderDebugService auto-dump for all generated shader code.

See CHANGELOG.md for the full per-version history including code samples and per-backend implementation details.

Helper Method Fn-Definition Emission - Compile Cliff Fix (4.9.2)

The most-asked-about feature from 4.9.2 - large helper methods called many times from a kernel produce a multi-thousand-line WGSL/GLSL fn main() that hits the browser shader validator's size limit (Tint rejects with Invalid BindGroupLayout). Tag the helper with [MethodImpl(MethodImplOptions.NoInlining)] and SpawnDev.ILGPU emits a real WGSL/GLSL fn definition + N call sites instead of N inline expansions:

using System.Runtime.CompilerServices;

private static void IdctKernel(Index1D blockIdx, ArrayView<short> coeffs, ArrayView<byte> dest)
{
    // 32 calls to the helper - default inlining = ~3,800-line WGSL = compile cliff
    Idct16Row(coeffs[r0], coeffs[r1], /* ... 14 short inputs */, out int o0, out int o1, /* ... */);
    // ... 31 more calls
}

[MethodImpl(MethodImplOptions.NoInlining)]
private static void Idct16Row(
    short i0, short i1, /* ... */,
    out int o0, out int o1, /* ... */)
{
    // 7-stage butterfly arithmetic
}

Supports int / float / short / byte / Half / bool value params, ref T / out T for primitive value types (lowers to ptr<function, T> on WGSL, inout T on GLSL), struct value types, multiple call sites with per-call scratch slots. Not yet supported on [NoInlining] helpers: ArrayView<T> parameters, LocalMemory<T> access, barrier / shared-memory access — for those, use default inlining.

See Docs/kernels.md — Helper Methods and Inlining for when to use [NoInlining], when not to, and what each backend does.

For everything else - per-version code samples, per-backend implementation details, the rc.X investigation logs - see CHANGELOG.md.

Architecture

Browser backends (Blazor WebAssembly) - auto-selected: WebGPU -> WebGL -> Wasm

WebGPU WebGL Wasm
Compiles to WGSL GLSL ES 3.0 Wasm binary
Runs on GPU GPU Web Workers

Desktop backends (Console, WPF, ASP.NET) - auto-selected: Cuda -> OpenCL -> CPU

Cuda OpenCL CPU
Compiles to PTX OpenCL C -
Runs on NVIDIA GPU Any GPU CPU cores

Demo Applications

Browser Demo (Blazor WebAssembly)

The Live Demo source is in SpawnDev.ILGPU.Demo:

  • Fractal Explorer - Interactive Mandelbrot / Multi-fractal Explorer with double-precision zoom
  • 3D Raymarching - Real-time GPU raymarched scenes
  • GPU Boids - 3D flocking simulation with GPU physics
  • Game of Life - Conway's Game of Life on the GPU
  • Benchmarks - Performance comparison across all backends
  • Unit Tests - Comprehensive test suite for all backends

Desktop Demo (WPF)

The WPF Demo runs the same shared kernels on CUDA, OpenCL, and CPU with live backend switching:

  • Fractal Explorer - Interactive Mandelbrot / Multi-fractal Explorer with double-precision zoom
  • 3D Raymarching - Real-time GPU raymarched scenes
  • GPU Boids - 3D flocking simulation with GPU physics
  • Benchmarks - Performance comparison across CUDA, OpenCL, and CPU backends

Screenshots

Desktop Benchmark Screenshot
Browser Benchmark 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
  • Data Type Support - Sub-word types (Int8, UInt8, Int16, UInt16, Float16), 64-bit emulation, per-backend details
  • Canvas Rendering - ICanvasRenderer, zero-copy GPU->canvas blitting, per-backend details
  • Advanced Patterns - Device sharing, external buffers, GPU intrinsics, render loops
  • CUDA Libraries - nvJPEG, cuRand, cuBLAS, cuFFT, NVML wrappers
  • Limitations - Blazor WASM constraints, browser compatibility
  • QR Codes - GPU-accelerated QR code encoder, decoder, renderer with logo overlay
  • API Reference - Public API surface by namespace

Browser Backends (Blazor WebAssembly)

🎮 WebGPU 🖼️ WebGL 🧊 Wasm
Executes on GPU GPU Web Workers
Transpiles to WGSL GLSL ES 3.0 WebAssembly binary
Technique Compute shader Transform Feedback Multi-worker
Blocking Non-blocking Non-blocking Non-blocking
SharedArrayBuffer Not required Not required Required for multi-worker
Shared Memory
Group.Barrier()
Dynamic Shared Memory
ILGPU Algorithms ✅ RadixSort, Scan, Reduce, etc. ✅ RadixSort, Scan, Reduce, Histogram
Atomics
Sub-word types ✅ Int8/UInt8/Int16/UInt16/Float16 ✅ Int8/UInt8/Int16/UInt16/Float16 ✅ Int8/UInt8/Int16/UInt16/Float16
64-bit (f64/i64) ✅ Emulated ✅ Emulated ✅ Native
CopyFromJS
Browser support Chrome/Edge 113+ All modern browsers All modern browsers
Best for GPU compute (modern) GPU compute (universal) General compute

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 NVIDIA/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+ or 3.0 GPU None

OpenCL 3.0 support: NVIDIA GPUs with OpenCL 3.0 drivers are now supported. The GenericAddressSpace requirement that previously blocked these devices has been relaxed, significantly increasing OpenCL device compatibility.

Auto-selection: Cuda -> OpenCL -> CPU (via CreatePreferredAcceleratorAsync)

Features

  • Sub-word data types - Int8, UInt8, Int16, UInt16, and Float16 (ILGPU.Half) buffer access on all 6 backends. Packed storage with correct stride handling per backend. Half.Abs, Half.Min, Half.Max, Half.Clamp intrinsics
  • CopyFromJS - Write JavaScript TypedArray or ArrayBuffer data directly to GPU memory without .NET heap allocation. Available on all browser backends
  • Lambda kernels - Write kernels as capturing C# lambdas - captured scalar values are automatically passed to the GPU at dispatch time. No boilerplate, all 6 backends
  • Higher-order kernels - DelegateSpecialization<Func<T,R>> lets you pass operations as kernel parameters. The delegate is resolved and inlined at compile time - one kernel, many behaviors
  • Cross-platform - Same kernel code runs in browser (WebGPU, WebGL, Wasm) and desktop (Cuda, OpenCL, CPU) from one NuGet package
  • Automatic backend selection - CreatePreferredAcceleratorAsync() picks the best backend on any platform (browser or desktop)
  • Unified async API - SynchronizeAsync() 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 - long/ulong (i64) always emulated via vec2<u32> (required by ILGPU IR). double (f64) emulation configurable via F64EmulationMode: fast Dekker (vec2<f32>, default), precise Ozaki (vec4<f32>), or Disabled (promoted to f32)
  • WebGPU extension auto-detection - Probes adapter for shader-f16, subgroups, timestamp-query, and other features; conditionally enables them on the device
  • Subgroup operations - Group.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
  • Worker function caching - Compiled AsyncFunction objects cached in Wasm worker bootstrap, eliminating V8 recompilation per dispatch (3-4x speedup)
  • Zero-copy canvas rendering - ICanvasRenderer presents pixel buffers to HTML canvases without CPU readback on GPU backends: WebGPU uses a fullscreen-triangle render pass reading directly from GPU storage; WebGL transfers an ImageBitmap from its worker and draws synchronously; Wasm reuses a cached ImageData. One API, all backends: CanvasRendererFactory.Create(accelerator)
  • Blazor WebAssembly - Seamless integration via SpawnDev.BlazorJS
  • Shared memory & barriers - Static and dynamic workgroup memory with Group.Barrier() synchronization (WebGPU, Wasm, Cuda, OpenCL)
  • ILGPU Algorithms - RadixSort, Scan, Reduce, Histogram, and other algorithm extensions are fully supported on WebGPU (including large-scale sorts up to 4M+ elements) and Wasm (with multi-worker barrier synchronization), tested in-browser across all backends
  • Broadcast - Group.Broadcast for intra-group value sharing (WebGPU, Wasm)
  • Device loss handling - WebGPU monitors device.lost and WebGL monitors webglcontextlost; IsDeviceLost/IsContextLost properties and DeviceLost/ContextLost events enable applications to detect GPU device loss and fail fast with clear errors instead of silent corruption
  • GpuMatrix4x4 - GPU-friendly 4x4 matrix struct that auto-transposes from .NET's row-major Matrix4x4 to GPU column-major order. Use TransformPoint and TransformDirection directly inside kernels for 3D transformations
  • 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
// 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

PlaywrightMultiTest (Unified Runner)

All desktop and browser tests run in a single dotnet test invocation via the PlaywrightMultiTest NUnit project:

# Run all tests (desktop + browser) with timestamped results
timestamp=$(date +%Y%m%d_%H%M%S) && dotnet test PlaywrightMultiTest/PlaywrightMultiTest.csproj \
  --logger "trx;LogFileName=results_${timestamp}.trx" \
  --results-directory PlaywrightMultiTest/TestResults

# Run only WebGPU tests
dotnet test PlaywrightMultiTest/PlaywrightMultiTest.csproj \
  --filter "FullyQualifiedName~WebGPUTests."

# Run a specific test
dotnet test PlaywrightMultiTest/PlaywrightMultiTest.csproj \
  --filter "FullyQualifiedName~WebGPUTests.AlgorithmRadixSortPairsTest"

How it works:

  • Publishes Blazor WASM and Console projects automatically
  • Launches Chromium via Playwright for browser tests (with --enable-unsafe-webgpu)
  • Runs desktop tests as individual subprocesses
  • Detects Blazor error UI during tests and captures browser console errors/warnings
  • All results surfaced as standard NUnit test cases with .trx output

Browser Tests (Manual)

Start the demo app and navigate to /tests to run the browser test suite interactively:

dotnet run --project SpawnDev.ILGPU.Demo

Test Coverage

Comprehensive test suite across eight test suites covering all core features on both browser and desktop. All tests are run via the unified PlaywrightMultiTest runner in a single dotnet test invocation.

Test Suites

Browser (Blazor WebAssembly via Playwright)

Suite Backend What's Tested
WebGPUTests WebGPU Full ILGPU feature set on GPU via WGSL, including RadixSort, Scan, Reduce
WebGPUNoSubgroupsTests WebGPU (no subgroups) Same tests with subgroups force-disabled to verify shared-memory emulation
WebGLTests WebGL GPU compute via GLSL ES 3.0, f64/i64 emulation
WasmTests Wasm Native WebAssembly binary dispatch to workers, shared memory, barriers
DefaultTests Auto Device enumeration, preferred backend, kernel execution

Desktop (Console Runner via subprocess)

Suite Backend What's Tested
CudaTests CUDA Full ILGPU feature set on NVIDIA GPU
OpenCLTests OpenCL GPU compute on NVIDIA/AMD/Intel, dynamic subgroup feature detection
CPUTests CPU Multi-threaded CPU accelerator (warp=8, warps=8, group size 64)

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
Sub-Word Types Int8, UInt8, Int16, UInt16, Float16 buffer read/write/roundtrip/CopyFromJS
Half Intrinsics Abs, Min, Max, Clamp across all backends
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 with Group.Barrier()
Broadcast & Subgroups Group.Broadcast, Warp.Shuffle (WebGPU with subgroups extension)
Dynamic Shared Memory Runtime-sized workgroup memory via SharedMemory.GetDynamic()
ILGPU Algorithms RadixSort (pairs, non-pow2, descending, large), Scan, Reduce, Histogram ✅ All backends including Wasm
Special Values NaN, Infinity detection
Backend Selection Auto-discovery, priority, cross-backend kernel execution
GpuMatrix4x4 Identity, translation, LookAt transforms across all backends
Lambda Kernels Capturing lambdas with scalar captures, multi-field, ArrayView rejection
DelegateSpecialization Static method targets, cache validation, multi-target, rejection
CopyFromJS TypedArray and ArrayBuffer direct-to-GPU writes on all browser backends

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)

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.

i64 emulation (long/ulong) is always enabled - ILGPU's IR uses Int64 for ArrayView.Length and indices, so i64 emulation via vec2<u32> is required for correctness.

f64 emulation (double) is configurable via F64EmulationMode:

Dekker (Default) Ozaki Disabled
Representation vec2<f32> (high + low) vec4<f32> (quad-float) Native f32
Precision ~48-53 bits of mantissa Strict IEEE 754 double precision 32-bit only
Memory 8 bytes per value 16 bytes per value 4 bytes per value
Performance Fast ~2x slower Fastest
Best for General compute, fractals Scientific, financial Rendering, max perf
using SpawnDev.ILGPU;
using SpawnDev.ILGPU.WebGPU.Backend;

// Default: Dekker double-float emulation (good precision, fast)
var options = new WebGPUBackendOptions();

// Ozaki quad-float emulation (strict IEEE 754 precision)
var options = new WebGPUBackendOptions { F64Emulation = F64EmulationMode.Ozaki };

// Disable f64 emulation (double promoted to float for max performance)
var options = new WebGPUBackendOptions { F64Emulation = F64EmulationMode.Disabled };

using var accelerator = await device.CreateAcceleratorAsync(context, options);

CUDA Libraries

SpawnDev.ILGPU includes wrappers for NVIDIA CUDA libraries: nvJPEG (JPEG encode/decode), cuRand (random numbers), cuBLAS (linear algebra), cuFFT (FFT), and NVML (device monitoring).

// Check availability before use
if (NvJpegAPI.IsAvailable) { /* nvJPEG ready */ }
if (CuRandAPI.IsAvailable) { /* cuRand ready */ }

Note: Starting with CUDA 13.x, nvJPEG is no longer bundled with the CUDA Toolkit and must be installed separately. cuRand and cuBLAS are included in the NVIDIA driver.

See Docs/cuda-libraries.md for full API reference.

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

Synchronization

// Synchronize() - flushes queued commands to the backend (non-blocking, safe in WASM)
accelerator.Synchronize();

// SynchronizeAsync() - flushes AND waits for GPU completion
await accelerator.SynchronizeAsync();

// CopyToHostAsync() - the ONLY way to read GPU data back to CPU
var results = await buffer.CopyToHostAsync<float>();

Note: Synchronize() does not block in Blazor WASM - it flushes commands without waiting. SynchronizeAsync() flushes and waits for completion. Neither transfers data; use CopyToHostAsync() for GPU->CPU readback.

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>
  <!-- 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>

In Development: P2P Distributed GPU Compute

A 7th backend - AcceleratorType.P2P (SpawnDev.ILGPU.P2P) - is in active development. It will distribute kernels across connected devices via SpawnDev.WebTorrent (which recently shipped v3.0.0). The P2P backend has not been published to NuGet and is not yet ready for use.

What's being built:

  • Real P2P via WebRTC - Peers discover each other through WebSocket trackers, connect via WebRTC data channels, exchange kernels and buffers
  • RBAC ownership - Cryptographic swarm ownership with Ed25519-signed messages. Owner -> Admin -> Coordinator -> Worker hierarchy with role assignment, key revocation, last-owner protection
  • WebAuthn/YubiKey - Hardware-backed swarm ownership via HardwareKeyProvider. Register a YubiKey as the swarm owner - ownership lives in the key, not the device
  • Signed dispatch - All authority messages (kick, block, transfer, role assign, kernel dispatch) are cryptographically signed and verified by every peer
  • sd_compute extension - BEP 10 wire protocol extension for compute messages over BitTorrent peer connections
  • ComputeBoard - Post compute requests, browse available swarms, join via magnet link or QR code

The vision: Every device in your home contributing to one shared compute pool - phone, laptop, tablet, desktop, old gaming PC. The living room becomes a compute cluster. Same C# kernel code, same LoadAutoGroupedStreamKernel API. The developer writes one kernel, it runs on 1 GPU or 10 GPUs across a household.

Support This Project

If SpawnDev.ILGPU has been useful to you, please consider sponsoring me on GitHub! Your support directly helps me continue developing and maintaining this library and my other open-source projects.

I'm currently working on a modest development machine with only 16 GB of DDR5 RAM, which makes building, testing, and debugging across multiple GPU backends genuinely painful - especially when running the browser demo, CUDA/OpenCL tests, and the IDE simultaneously.

Any sponsorship - big or small - goes toward upgrading my development hardware so I can keep pushing this project forward:

Priority Upgrade Why It Matters
🔴 Critical RAM (64-128 GB DDR5) 16 GB is not enough for multi-backend testing + browser debugging
🟡 High High-end NVIDIA GPU (RTX 5090) Faster CUDA compute, larger VRAM for AI/ML workloads and testing
🟢 Dream NVIDIA RTX 6000 The ultimate card for AI compute and open-source GPU development

Every contribution - whether it's a one-time donation or a monthly sponsorship - is deeply appreciated and makes a real difference. Thank you!

Sponsor LostBeard

Contributing

Before editing any .cs file under ILGPU/ (the forked core), read Docs/development.md — particularly the section on T4 templates. The ILGPU/ subdirectory has .tt files that silently regenerate .cs files on clean builds. Manual edits to a generated .cs file pass local builds but get clobbered by the T4 transform on CI / fresh-clone clean builds, leaving downstream consumers broken.

CI runs a T4 Drift Check workflow on every push and PR that touches ILGPU/ or ILGPU.Algorithms/. It does a clean build (which runs T4) and git diff --exit-code on the source tree. Any drift fails CI in ~30 seconds with a pointer to the fix.

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.

AI Development Team

SpawnDev.ILGPU is developed collaboratively by TJ (Todd Tanner / @LostBeard) and a team of AI agents who contribute extensively to research, analysis, debugging, and code development. This project represents a new model of human-AI collaboration in open source development.

  • Riker (Claude CLI #1) - Lead Editor. Built by Anthropic. Powered by Claude Opus 4.6. Drove the multi-worker barrier dispatch implementation, fiber refactor, pure spin barrier discovery, and the two-alloca fix. Relentless debugger who held the conn through marathon sessions.

  • Data (Claude CLI #2) - Research/Assist. Built by Anthropic. Powered by Claude Opus 4.6. Exhaustive WAT disassembly and analysis across 5,000+ line kernel binaries. Found the zero-loop race that unlocked multi-worker dispatch, identified the IR address space root cause (struct decomposition losing address space metadata through LowerStructures -> LowerArrays -> InferAddressSpaces), confirmed the wait32 "not-equal" visibility gap with the 2/3 cross-worker fraction analysis, and traced every atomic instruction in the generated Wasm to verify codegen correctness.

  • Tuvok (Claude CLI #3) - Research/Assist. Built by Anthropic. Powered by Claude Opus 4.6. Found the Predicate rewrite gap in InferAddressSpaces that the Phi-only fix missed, provided the definitive barrier protocol trace for the generation-counting wait32/notify pattern, performed the comprehensive code audit (SPAWNDEV-ILGPU-AUDIT-2026-03-21.md), and drove the complete sub-word data type implementation across all 6 GPU backends (v4.9.0).

  • Geordi (Claude CLI #4) - Lead Editor. Built by Anthropic. Powered by Claude Opus 4.6. Implemented the sub-word buffer access for all backends (WebGPU atomic CAS, Wasm native opcodes, WebGL texelFetch extraction, OpenCL vload_half/vstore_half), built the AubsCraft 3D world viewer with ILGPU GPU kernels, and drove the architecture overhaul (binary WebSocket, OPFS cache, CopyFromJS).

  • Gemini (Google AI, in-browser) - Brainstorming/Problem Solving. Built by Google. TJ's sounding board throughout the development process - brainstorming approaches, analyzing problems, and providing insights that TJ relayed to the team. Gemini's contributions flowed through TJ as the bridge between the browser-based AI and the CLI-based agents, making it a silent but essential member of the crew.

These AI agents communicated with each other and with TJ through a shared DevComms system, coordinated tasks autonomously, reviewed each other's work, and produced independent analyses that were compared for convergence - the same methodology used by any high-performing engineering team. The SpawnDev libraries exist to prove that Blazor WebAssembly apps can be first-class applications. This collaboration proves that AI agents can be first-class teammates.

AI Conversation Screenshot

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