README.md
May 11, 2026 · View on GitHub
gg
2D Graphics Library for Go
Pure Go | GPU Accelerated | Production Ready
Part of the GoGPU ecosystem
Overview
gg is a 2D graphics library for Go designed to power IDEs, browsers, and graphics-intensive applications. Built with modern patterns inspired by vello and tiny-skia, it delivers production-grade rendering with zero CGO dependencies.
Six-tier GPU rendering: SDF shapes, convex polygons, stencil+cover paths, MSDF text, Vello compute, and glyph mask cache.
Pure Go, Vulkan/DX12/GLES backends, zero CGO. (source)
Key Features
| Category | Capabilities |
|---|---|
| Rendering | Immediate and retained mode, seven-tier GPU acceleration (SDF, Convex, Stencil+Cover, Textured Quad, MSDF Text, Compute, Glyph Mask), per-context GPU isolation (Skia GrContext pattern), scene GPU auto-select, Skia AAA pixel-perfect rasterizer, CPU fallback |
| Shapes | Rectangles, circles, ellipses, arcs, bezier curves, polygons, stars |
| Text | TrueType fonts, MSDF + glyph mask dual-strategy rendering, TextMode auto-selection, DPI-aware HiDPI text, ClearType LCD auto-detection (Windows SPI + registry, macOS grayscale, Linux Xft/Wayland), CJK script-aware rendering (ADR-027: per-script hinting, exact-size rasterization, dual MSDF atlas 64/128px), font hinting (auto-hinter + CJK vertical-only), transform-aware CPU text (scale/rotate/shear), glyph outline caching, emoji support, bidirectional text, HarfBuzz shaping, scene text via TagText glyph references (shape-once, Skia drawTextBlob pattern), atlas zoom resilience (size buckets + frame-based compaction) |
| Compositing | 29 blend modes (Porter-Duff, Advanced, HSL), layer isolation, alpha masks, zero-readback compositor (non-MSAA blit fast path, damage-aware multi-rect sub-region updates, per-draw dynamic scissor ADR-028) |
| Images | 7 pixel formats, PNG/JPEG/WebP I/O, mipmaps, affine transforms |
| SVG | Full SVG renderer (gg/svg): parse + render SVG XML with color override for theming, SVG path data parser (ParseSVGPath), transform-aware FillPath/StrokePath |
| Vector Export | Recording system with PDF and SVG backends |
| Rasterizer | Smart per-path algorithm selection (scanline, 4×4 tiles, 16×16 tiles, SDF, compute), text-aware area-based routing |
| Performance | Tile-based parallel rendering, LRU caching, four-level damage pipeline (ADR-021: object diff → tile dirty → GPU scissor → OS present), incremental Path.Bounds (Skia pattern), GOGPU_DEBUG_DAMAGE=1 overlay |
Installation
go get github.com/gogpu/gg
Requirements: Go 1.25+
Quick Start
package main
import (
"github.com/gogpu/gg"
"github.com/gogpu/gg/text"
)
func main() {
// Create drawing context
dc := gg.NewContext(512, 512)
defer dc.Close()
dc.ClearWithColor(gg.White)
// Draw shapes
dc.SetHexColor("#3498db")
dc.DrawCircle(256, 256, 100)
dc.Fill()
// Render text
source, _ := text.NewFontSourceFromFile("arial.ttf")
defer source.Close()
dc.SetFont(source.Face(32))
dc.SetColor(gg.Black)
dc.DrawString("Hello, GoGPU!", 180, 260)
dc.SavePNG("output.png")
}
Rendering
Software Rendering (Default)
The CPU rasterizer automatically selects the optimal algorithm per-path:
| Algorithm | Tiles | Best For |
|---|---|---|
| AnalyticFiller (Skia AAA) | — | Simple paths, small shapes (< 32px). Pixel-perfect with Skia Chrome/Android. |
| AnalyticFiller Convex | — | Convex shapes (rect, circle, triangle). 1.6x faster, kSnapDigit X snapping. |
| SparseStrips | 4×4 | Complex paths, CPU/SIMD workloads |
| TileCompute | 16×16 | Extreme complexity (10K+ segments) |
dc := gg.NewContext(800, 600)
defer dc.Close()
// Auto-selection (default) — optimal algorithm per-path
dc.DrawCircle(400, 300, 100)
dc.Fill()
// Force specific algorithm for benchmarking
dc.SetRasterizerMode(gg.RasterizerSparseStrips)
GPU Acceleration (Optional)
gg supports optional GPU acceleration through the GPUAccelerator interface with
a seven-tier rendering pipeline:
| Tier | Method | Best For |
|---|---|---|
| 1. SDF | Signed Distance Field | Circles, ellipses, rectangles, rounded rects |
| 2a. Convex | Direct vertex emission | Convex polygons, single draw call |
| 2b. Stencil+Cover | Fan tessellation + stencil buffer | Arbitrary complex paths, EvenOdd/NonZero fill |
| 3. Textured Quad | GPU image sampling | DrawImage, DrawGPUTexture (zero-readback compositing) |
| 4. MSDF Text | Multi-channel Signed Distance Field | Dynamic/animated text, resolution-independent |
| 5. Compute | 9-stage Vello compute pipeline | Full scenes with many paths (GPU parallel rasterization) |
| 6. Glyph Mask | CPU-rasterized R8 alpha atlas | Static UI text ≤48px, pixel-perfect quality |
Tiers 1–4, 6 use a render-pass pipeline; Tier 5 uses compute shaders dispatched
via PipelineMode (Auto/RenderPass/Compute). Text auto-selection routes horizontal
text ≤48px to Glyph Mask (Skia/Chrome pattern), else MSDF.
When no GPU is registered, rendering uses the high-quality CPU rasterizer (default).
import (
"github.com/gogpu/gg"
_ "github.com/gogpu/gg/gpu" // opt-in GPU acceleration
)
func main() {
// GPU automatically used when available, falls back to CPU
dc := gg.NewContext(800, 600)
defer dc.Close()
dc.DrawCircle(400, 300, 100)
dc.Fill() // tries GPU first, falls back to CPU transparently
}
For zero-copy rendering directly to a GPU surface (e.g., in a gogpu window),
use ggcanvas.Canvas.RenderDirect — see the
gogpu integration example. The example uses
event-driven rendering with AnimationToken for power-efficient VSync (0% CPU when idle).
Compositor examples:
| Example | Description |
|---|---|
zero_readback/ | GPU-direct rendering — SDF shapes + text rendered to swapchain in a single MSAA pass, zero CPU readback |
blit_only/ | Non-MSAA compositor path — CPU pixmap uploaded via FlushPixmap, composited via DrawGPUTextureBase in a 1x render pass (93% bandwidth reduction, ADR-016) |
zero_readback_manual/ | Manual zero-readback pipeline — FlushPixmap + EnsureGPUTexture + DrawGPUTextureBase + FlushGPUWithView step-by-step |
Custom Pixmap
// Use existing pixmap
pm := gg.NewPixmap(800, 600)
dc := gg.NewContext(800, 600, gg.WithPixmap(pm))
Architecture
gg (Public API)
│
┌───────────────────┼───────────────────┐
│ │ │
Immediate Mode Retained Mode Resources
(Context API) (Scene Graph) (Images, Fonts)
│ │ │
│ TagText (ADR-022) │
│ shape once → glyph refs │
└───────────────────┼───────────────────┘
│
┌──────────────┴──────────────┐
│ │
CPU Raster GPUAccelerator
(always available) (opt-in via gg/gpu)
│ │
internal/raster ┌──────────┼──────────┐
│ │ │
Render Pass MSDF Text Compute
(Tiers 1-4,6) (Tier 4,6) (Tier 5)
Rendering Structure
| Component | Location | Description |
|---|---|---|
| CPU Raster | internal/raster/ | Skia AAA analytic anti-aliasing (pixel-perfect port of Chrome/Android rasterizer). General + convex fast path. |
| Tile Rasterizers | `internal/gpu/internal/gpu/tilecompute/$ (16 \times 16) | \text{SparseStrips} + \text{TileCompute}, \text{both} \text{ported} \text{from} \text{Vello} |
| \text{GPU} \text{Accelerator} | $internal/gpu` | Seven-tier GPU pipeline (SDF, Convex, Stencil+Cover, Textured Quad, MSDF Text, Compute, Glyph Mask) |
| Scene Text | scene/ | TagText glyph references (ADR-022): shape once at recording, resolve at render via DrawShapedGlyphs → Tier 6/4. Atlas zoom resilience (Skia size buckets). |
| GPU + Tiles | gpu/ | Opt-in via import _ "github.com/gogpu/gg/gpu" (GPU + tile rasterizers) |
| Tiles Only | raster/ | Opt-in via import _ "github.com/gogpu/gg/raster" (CPU-only tiles) |
| Software | Root gg package | Default CPU renderer with smart algorithm selection |
Core APIs
Immediate Mode (Context)
Canvas-style drawing with transformation stack:
dc := gg.NewContext(800, 600)
defer dc.Close()
// Transforms
dc.Push()
dc.Translate(400, 300)
dc.Rotate(math.Pi / 4)
dc.DrawRectangle(-50, -50, 100, 100)
dc.SetRGB(0.2, 0.5, 0.8)
dc.Fill()
dc.Pop()
// Bezier paths
dc.MoveTo(100, 100)
dc.QuadraticTo(200, 50, 300, 100)
dc.CubicTo(350, 150, 350, 250, 300, 300)
dc.SetLineWidth(3)
dc.Stroke()
Fluent Path Builder
Type-safe path construction with method chaining:
path := gg.BuildPath().
MoveTo(100, 100).
LineTo(200, 100).
QuadTo(250, 150, 200, 200).
CubicTo(150, 250, 100, 250, 50, 200).
Close().
Circle(300, 150, 50).
Star(400, 150, 40, 20, 5).
Build()
dc.SetPath(path)
dc.Fill()
Retained Mode (Scene Graph)
GPU-optimized scene graph with compact encoding. Text uses TagText glyph references (ADR-022) — shaped once at recording time, resolved at render time with full hinting and atlas batching:
import (
"github.com/gogpu/gg"
"github.com/gogpu/gg/scene"
"github.com/gogpu/gg/text"
)
s := scene.NewScene()
// Shapes — encoded as compact binary commands
s.Fill(scene.FillNonZero, scene.IdentityAffine(),
scene.SolidBrush(gg.RGBA{R: 1, A: 0.8}),
scene.NewCircleShape(150, 200, 100))
// Text — stored as glyph references (10 bytes/glyph, not vector paths)
source, _ := text.NewFontSourceFromFile("Roboto.ttf")
face := source.Face(16)
s.DrawText("Hello Scene", face, 50, 50, scene.SolidBrush(gg.White))
// Render through GPU scene renderer (Tier 6/4 text, SDF shapes)
gpuR := scene.NewGPUSceneRenderer(dc)
gpuR.RenderScene(s)
Text Rendering
Full Unicode support with font fallback and optional HarfBuzz-level shaping:
// Font composition
mainFont, _ := text.NewFontSourceFromFile("Roboto.ttf")
emojiFont, _ := text.NewFontSourceFromFile("NotoEmoji.ttf")
defer mainFont.Close()
defer emojiFont.Close()
multiFace, _ := text.NewMultiFace(
mainFont.Face(24),
text.NewFilteredFace(emojiFont.Face(24), text.RangeEmoji),
)
dc.SetFont(multiFace)
dc.DrawString("Hello World! Nice day!", 50, 100)
// Optional: enable HarfBuzz shaping for ligatures, kerning, complex scripts
shaper := text.NewGoTextShaper()
text.SetShaper(shaper)
defer text.SetShaper(nil)
// Text layout with wrapping
opts := text.LayoutOptions{
MaxWidth: 400,
WrapMode: text.WrapWordChar,
Alignment: text.AlignCenter,
}
layout := text.LayoutText("Long text...", face, opts)
Transform-Aware Text
Text rendering respects the full transformation matrix (scale, rotation, shear):
dc.SetFont(source.Face(24))
dc.SetRGB(0, 0, 0)
// Scaled text — rendered at device resolution (no pixelation)
dc.Push()
dc.Scale(2, 2)
dc.DrawString("2x Scale", 50, 50)
dc.Pop()
// Rotated text — glyph outlines converted to vector paths
dc.Push()
dc.Translate(200, 200)
dc.Rotate(math.Pi / 6) // 30 degrees
dc.DrawString("Rotated", 0, 0)
dc.Pop()
Text rendering strategy is selectable per-Context via SetTextMode():
| Mode | Strategy | Best for |
|---|---|---|
TextModeAuto | Auto-select (default) | General use |
TextModeMSDF | GPU MSDF atlas | Games, animations, real-time scaling |
TextModeVector | Glyph outlines as paths | UI labels, quality-critical text |
TextModeBitmap | CPU bitmap rasterization | PNG/PDF export, static text |
The CPU text pipeline uses a three-tier strategy (modeled after Skia/Cairo/Vello):
translation-only → bitmap, uniform scale ≤256px → bitmap at device size,
everything else → glyph outlines as vector paths with cached outlines via GlyphCache.
Color Emoji
Full color emoji support with CBDT/CBLC (bitmap) and COLR/CPAL (vector) formats:
175 colors from Segoe UI Emoji COLR/CPAL palette
// Extract color emoji from font
extractor, _ := emoji.NewCBDTExtractor(cbdtData, cblcData)
glyph, _ := extractor.GetGlyph(glyphID, ppem)
img, _ := png.Decode(bytes.NewReader(glyph.Data))
// Parse COLR/CPAL vector layers
parser, _ := emoji.NewCOLRParser(colrData, cpalData)
glyph, _ := parser.GetGlyph(glyphID, paletteIndex)
for _, layer := range glyph.Layers {
// Render each layer with layer.Color
}
See examples/color_emoji/ for a complete example.
Layer Compositing
29 blend modes with isolated layers:
dc.PushLayer(gg.BlendOverlay, 0.7)
dc.SetRGB(1, 0, 0)
dc.DrawCircle(150, 200, 100)
dc.Fill()
dc.SetRGB(0, 0, 1)
dc.DrawCircle(250, 200, 100)
dc.Fill()
dc.PopLayer()
Alpha Masks
Per-shape masking — each draw individually masked:
// Create a circular mask
dc.DrawCircle(200, 200, 100)
mask := dc.AsMask() // capture path as mask (before Fill!)
dc.ClearPath()
// Apply mask: only the circle area is visible
dc.SetMask(mask)
dc.SetRGB(0, 0, 1)
dc.DrawRectangle(0, 0, 400, 400)
dc.Fill() // blue only inside the circle
Per-layer masking — mask an entire group of draws:
mask := gg.NewMask(400, 400)
// ... fill mask with desired shape ...
dc.PushMaskLayer(mask)
dc.DrawCircle(100, 100, 50)
dc.Fill()
dc.DrawRectangle(200, 200, 80, 80)
dc.Fill()
dc.PopLayer() // entire layer masked, then composited
Recording & Vector Export
Record drawing operations and export to PDF or SVG:
import (
"github.com/gogpu/gg/recording"
_ "github.com/gogpu/gg-pdf" // Register PDF backend
_ "github.com/gogpu/gg-svg" // Register SVG backend
)
// Create recorder
rec := recording.NewRecorder(800, 600)
// Draw using familiar API
rec.SetColor(gg.Blue)
rec.DrawCircle(400, 300, 100)
rec.Fill()
// Finish recording and play back to a raster backend
r := rec.FinishRecording()
backend := raster.NewBackend()
r.Playback(backend)
backend.SaveToFile("output.png")
Why "Context" Instead of "Canvas"?
The drawing type is named Context following industry conventions:
| Library | Drawing Type |
|---|---|
| HTML5 Canvas | CanvasRenderingContext2D |
| Cairo | cairo_t (context) |
| Apple CoreGraphics | CGContext |
| piet (Rust) | RenderContext |
In HTML5, Canvas is the element while Context performs drawing (canvas.getContext("2d")). The Context contains drawing state and provides the drawing API.
Convention: dc for drawing context, ctx for context.Context:
dc := gg.NewContext(512, 512) // dc = drawing context
Performance
| Operation | Time | Notes |
|---|---|---|
| sRGB to Linear | 0.16ns | 260x faster than math.Pow |
| LayerCache.Get | 90ns | Thread-safe LRU |
| DirtyRegion.Mark | 10.9ns | Lock-free atomic |
| MSDF lookup | <10ns | Zero-allocation |
| Path iteration | 23ns | SOA Iterate(), 0 allocs |
| FillRect | 77µs | 0 allocs (zero-alloc pipeline) |
| FillCircle r100 | 2ms | 0 allocs (zero-alloc pipeline) |
| Gradient ColorAt | 33ns | 0 allocs (pre-sorted stops) |
Debugging
Damage Overlay
Visualize which regions are repainted each frame:
GOGPU_DEBUG_DAMAGE=1 go run ./examples/gogpu_integration
Green flash-and-fade overlay shows damaged (repainted) regions. Useful for verifying that damage tracking works correctly and only dirty areas are repainted.
Environment Variables
| Variable | Values | Description |
|---|---|---|
GOGPU_GRAPHICS_API | vulkan, dx12, metal, gles, software | Force specific GPU backend |
GOGPU_RENDER_MODE | auto, cpu, gpu | Force CPU or GPU rasterizer (ADR-020) |
GOGPU_DEBUG_DAMAGE | 1 | Show damage region overlay (flash-and-fade) |
Ecosystem
gg is part of the GoGPU ecosystem.
| Project | Description |
|---|---|
| gogpu/gogpu | GPU framework with windowing and input |
| gogpu/wgpu | Pure Go WebGPU implementation |
| gogpu/naga | Shader compiler (WGSL to SPIR-V, MSL, GLSL) |
| gogpu/gg | 2D graphics (this repo) |
| gogpu/gg-pdf | PDF export backend for recording |
| gogpu/gg-svg | SVG export backend for recording |
| gogpu/ui | GUI toolkit (planned) |
Documentation
- ARCHITECTURE.md — System architecture
- ROADMAP.md — Development milestones
- CHANGELOG.md — Release notes
- CONTRIBUTING.md — Contribution guidelines
- pkg.go.dev — API reference
Articles
- GoGPU: From Idea to 100K Lines in Two Weeks
- Pure Go 2D Graphics Library with GPU Acceleration
- GoGPU Announcement
Contributing
Contributions welcome! See CONTRIBUTING.md for guidelines.
Priority areas:
- API feedback and testing
- Examples and documentation
- Performance benchmarks
- Cross-platform testing
License
MIT License — see LICENSE for details.
gg — 2D Graphics for Go