gogpu/gg
GPU-accelerated 2D rendering with Canvas-like API, zero CGO (part of [GoGPU](https://github.com/gogpu) pure Go graphics ecosystem)
About gogpu/gg
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<h1 align="center">gg</h1>
<p align="center">
<strong>2D Graphics Library for Go</strong><br>
Pure Go | GPU Accelerated | Production Ready
</p>
<p align="center">
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<a href="https://github.com/gogpu/gg"><img src="https://img.shields.io/badge/Go-1.25+-00ADD8?logo=go" alt="Go Version"></a>
</p>
<p align="center">
<sub>Part of the <a href="https://github.com/gogpu">GoGPU</a> ecosystem</sub>
</p>
---
## 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](https://github.com/linebender/vello) and [tiny-skia](https://github.com/RazrFalcon/tiny-skia), it delivers production-grade rendering with zero CGO dependencies.
<p align="center">
<video src="https://github.com/user-attachments/assets/34243cff-5434-411c-a17c-3e52a80f1d57" width="100%" autoplay loop muted playsinline>
Seven-Tier GPU Rendering: SDF shapes, convex polygons, stencil+cover paths, MSDF text, Vello compute pipeline, glyph mask cache
</video>
<br>
<sub>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. (<a href="examples/gogpu_integration/">source</a>)</sub>
</p>
### 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, **pixel-perfect mode** (`SetAntiAlias(false)` — dedicated NoAAFiller, Skia/Cairo/tiny-skia pattern), CPU fallback |
| **Shapes** | Rectangles, circles, ellipses, arcs, bezier curves, polygons, stars |
| **Text** | **Pure Go font stack** (own cmap/hmtx/GSUB/GPOS/gvar/avar/CFF1 parsers, TrueType bytecode interpreter — skrifa golden parity 624/624 diff=0), **variable font support** (`WithVariations` — weight/width/slant axes, own gvar/HVAR interpolation), MSDF + glyph mask dual-strategy rendering, TextMode auto-selection, **text stroke/outline** (StrokeString + TextPath, Skia/Cairo/HTML5 pattern), **aliased text** (TextModeAliased, Skia kAlias binary masks — GPU + CPU), **per-glyph rendering** (fractional advances, Skia linearMetrics pattern), **OpenType font features** (`WithFeatures(TabularNums, NoLigatures)` — own GSUB/GPOS shaper, 5-10x faster than HarfBuzz), 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 (enterprise auto-hinter + TrueType bytecode interpreter), transform-aware CPU text (scale/rotate/shear), glyph outline caching, emoji support, bidirectional text, 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, **HiDPI-aware damage tracking** (logical→physical scaling for OS compositor), 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, **retained scene lowering** (`RenderToScene` — resolution-independent vector icons via scene graph), **thin stroke hinting** (pixel-grid snapping for crisp small icons), 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), **text batch coalescing** (ADR-031: same-style DrawString calls merge into 1 GPU draw call, Skia TextBlob pattern), **zero-copy buffer reuse** (NewPixmapFromBuffer + ImageView for hot rendering loops), incremental Path.Bounds (Skia pattern), `GOGPU_DEBUG_DAMAGE=overlay` overlay |
---
## Installation
```bash
go get github.com/gogpu/gg
```
**Requirements:** Go 1.25+
---
## Quick Start
```go
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")
}
```
### Common Patterns
```go
// Fill AND stroke the same shape (use FillPreserve to keep the path):
dc.SetHexColor("#3498db")
dc.DrawRoundedRectangle(50, 50, 200, 100, 10)
dc.FillPreserve() // fill WITHOUT clearing the path
dc.SetHexColor("#2c3e50")
dc.SetLineWidth(3)
dc.Stroke() // stroke the same path
// Clear canvas: Clear() fills transparent, ClearWithColor() fills with color:
dc.ClearWithColor(gg.White) // white background (recommended)
dc.Clear() // transparent background (for compositing)
// Load a font (one-liner):
dc.LoadFontFace("arial.ttf", 24)
dc.DrawString("Hello!", 50, 50)
// Scale/rotate around a point:
dc.ScaleAbout(2, 2, 100, 100) // 2x zoom centered at (100,100)
dc.RotateAbout(0.5, 200, 200) // rotate 0.5 rad around (200,200)
```
---
## Rendering
### Software Rendering (Default)
The CPU rasterizer automatically selects the optimal algorithm per-path.
Curve edges use forward differencing with deviation-based subdivision by default
(ADR-063) -- native O(1)/step curve stepping with De Casteljau split for large
curves (deviation > 0.1px). Value-type `QuadraticEdge`/`CubicEdge` with zero
per-edge heap allocations.
| Algorithm | Tiles | Best For |
|-----------|-------|----------|
| **AnalyticFiller** (Skia AAA) | — | Simple paths, small shapes (< 32px). Forward-diff curve edges (Skia `updateQuadratic`/`updateCubic`). Pixel-perfect with 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) |
```go
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)
```
### Pixel-Perfect Mode (No Anti-Aliasing)
Disable anti-aliasing for crisp, aliased edges — useful for pixel art, retro graphics,
technical drawings, and sharp grid lines:
```go
dc.SetAntiAlias(false) // binary coverage: inside=opaque, outside=transparent
dc.DrawRectangle(10, 10, 100, 50)
dc.Fill() // no gray edge pixels
dc.SetAntiAlias(true) // back to smooth AA
```
Uses a dedicated integer scanline rasterizer (Skia/tiny-skia pattern) — ~2-3× faster
than analytic AA. Works on both CPU and GPU (all backends). Text AA is independent
(controlled via `SetTextMode`).
### Text Stroke & Outline
Stroke text outlines for outlined/bordered text effects (Skia/Cairo/HTML5 pattern):
```go
dc.SetLineWidth(3)
dc.SetRGB(0, 0, 0)
dc.StrokeString("Hello", x, y) // black outline
dc.SetRGB(1, 1, 1)
dc.DrawString("Hello", x, y) // white fill on top
// Or get text as a Path for custom operations:
path := dc.TextPath("Hello", x, y)
```
### Aliased Text
Pixel-perfect text with binary coverage (Skia `SkFont::Edging::kAlias`).
Works on both GPU and CPU — no GPU required:
```go
dc.SetTextMode(gg.TextModeAliased) // no gray edge pixels on text
dc.DrawString("Pixel Perfect", x, y)
dc.SavePNG("aliased.png") // works standalone, no import _ "gg/gpu" needed
```
Geometry AA (`SetAntiAlias`) and text AA (`SetTextMode`) are independent — matching
Skia and Cairo separation.
### 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 ≤64px, 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 ≤64px to Glyph Mask (Skia/Chrome pattern), else MSDF.
When no GPU is registered, rendering uses the high-quality CPU rasterizer (default).
```go
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`](integration/ggcanvas/) — see the
[gogpu integration example](examples/gogpu_integration/). The example uses
event-driven rendering with `AnimationToken` for power-efficient VSync (0% CPU when idle).
**Compositor examples:**
| Example | Description |
|---------|-------------|
| [`zero_readback/`](examples/zero_readback/) | GPU-direct rendering — SDF shapes + text rendered to swapchain in a single MSAA pass, zero CPU readback |
| [`blit_only/`](examples/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/`](examples/zero_readback_manual/) | Manual zero-readback pipeline — `FlushPixmap` + `EnsureGPUTexture` + `DrawGPUTextureBase` + `FlushGPUWithView` step-by-step |
### Custom Pixmap
```go
// 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. Forward-diff curve edges with deviation-based subdivision (ADR-063), value-type `QuadraticEdge`/`CubicEdge` (zero per-edge heap allocs). |
| **Tile Rasterizers** | `internal/gpu/` (4×4), `internal/gpu/tilecompute/` (16×16) | SparseStrips + TileCompute, both ported from Vello |
| **GPU 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:
```go
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:
```go
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:
```go
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 built-in GSUB/GPOS shaping:
```go
// 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)
// Built-in GSUB/GPOS shaping (ligatures, kerning) is enabled by default.
// No additional setup needed — OwnShaper handles liga, kern features automatically.
// 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):
```go
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:
<p align="center">
<img src="docs/images/colr_palette.png" alt="COLR Color Palette" width="512">
<br>
<sub>175 colors from Segoe UI Emoji COLR/CPAL palette</sub>
</p>
```go
// 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/`](examples/color_emoji/) for a complete example.
### Blend Modes
29 W3C blend modes for direct Fill/Stroke operations:
```go
// Per-operation blending (Skia/Cairo/Qt pattern):
dc.SetRGB(1, 0, 0) // red background
dc.DrawRectangle(0, 0, 200, 200)
dc.Fill()
dc.SetBlendMode(gg.BlendMultiply)
dc.SetRGB(0, 0, 1) // blue foreground
dc.DrawCircle(100, 100, 80)
dc.Fill() // uses Multiply blending
dc.SetBlendMode(gg.BlendNormal) // reset to default
```
For isolated compositing with opacity, use layers:
```go
dc.PushLayer(gg.BlendOverlay, 0.7)
// ... draw content ...
dc.PopLayer()
```
### Alpha Masks
Per-shape masking — each draw individually masked:
```go
// 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:
```go
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:
```go
import (
"github.com/gogpu/gg/recording"
_ "github.com/gogpu/gg-pdf" // Register PDF backendFrequently Asked Questions
What is gogpu/gg?
gogpu/gg is a Images library for the Go programming language. GPU-accelerated 2D rendering with Canvas-like API, zero CGO (part of [GoGPU](https://github.com/gogpu) pure Go graphics ecosystem)
How do I install gogpu/gg?
Install gogpu/gg with the Go module system using `go get gogpu/gg`. Check the repository for the current installation instructions.
What category does gogpu/gg belong to?
gogpu/gg is listed under Images, specifically Images.