gogpu/wgpu — Pure Go WebGPU implementation Complete WebGPU types, validation layer, and hardware abstraction. Three backends: Vulkan (cross-platform), OpenGL ES (Windows/Linux), and Software (full CPU rasterizer for headless/CI). ~55K lines of pure Go. https://github.com/gogpu/wgpu
gogpu/naga — Pure Go shader compiler WGSL to SPIR-V compiler. Supports vertex, fragment, and compute shaders with atomics and barriers. ~17K lines. https://github.com/gogpu/naga
gogpu/gg — Enterprise-grade 2D graphics Spiritual successor to fogleman/gg with GPU acceleration. Canvas API, text rendering, images, clipping, 29 blend modes, scene graph, parallel rendering. ~25K lines. https://github.com/gogpu/gg
gogpu/gogpu — High-level graphics framework Simple API for GPU applications. Dual backend: use wgpu-native FFI for production or Pure Go for zero-dependency builds. https://github.com/gogpu/gogpu
gogpu/ui — GUI widget toolkit (planned) The end goal — a complete widget toolkit for desktop applications. Currently in early planning stage. https://github.com/gogpu/ui
THE VISION
We want Go to have first-class graphics support — from low-level GPU access to high-level GUI widgets. The stack:
- Game development (2D games, game engines) - Data visualization dashboards - CAD/vector graphics applications - Server-side image generation (PDF, charts, thumbnails) - CI/CD testing without GPU hardware - Desktop applications with custom UI - Embedded systems with minimal dependencies
CURRENT STATUS
Total: ~154K lines of pure Go code across the ecosystem.
All libraries are functional and tested. The software rasterizer just got a major update with full triangle rendering, depth/stencil buffers, and parallel processing.
We're now working toward a GUI widget toolkit (gogpu/ui).