Guest language bindings generator for WIT and the Component Model
A Bytecode Alliance project
Note: this project is still relatively young and active development with large changes is still happening. If you're considering depending on this at this time it's recommended to reach out to the authors on zulip and get more information first.
This project is a suite of bindings generators for languages that are compiled
to WebAssembly and use the component model. Bindings are described with
*.wit
files which specify imports, exports, and facilitate reuse
between bindings definitions.
The wit-bindgen
repository is currently focused on guest programs which
are those compiled to WebAssembly. Executing a component in a host is not
managed in this repository, and some options of how to do so are described
below.
WIT as an IDL
The wit-bindgen
project extensively uses WIT definitions to describe imports
and exports. The items supported by WIT directly map to the component model
which allows core WebAssembly binaries produced by native compilers to be
transformed into a component. All imports into a WebAssembly binary and all
exports must be described with WIT. An example file looks like:
package example:host;
world host {
import print: func(msg: string);
export run: func();
}
This describes a "world" which describes both imports and exports that the
WebAssembly component will have available. In this case the host will provide a
print
function and the component itself will provide a run
function.
Functionality in WIT can also be organized into interface
s:
package example:my-game;
interface my-plugin-api {
record coord {
x: u32,
y: u32,
}
get-position: func() -> coord;
set-position: func(pos: coord);
record monster {
name: string,
hp: u32,
pos: coord,
}
monsters: func() -> list<monster>;
}
world my-game {
import print: func(msg: string);
import my-plugin-api;
export run: func();
}
Here the my-plugin-api
interface encapsulates a group of functions, types,
etc. This can then be imported wholesale into the my-game
world via the
plugin
namespace. The structure of a WIT document and world will affect the
generated bindings per-language.
For more information about WIT and its syntax see the upstream description of WIT.
The end-goal of wit-bindgen
is to facilitate creation of a
component. Once a component is created it can then be handed
off to any one of a number of host runtimes for execution. Creating a
component is not supported natively by any language today, however, so
wit-bindgen
is only one of the pieces in the process of creating a component.
The general outline for the build process of a component for a compiled language
is:
- Using
wit-bindgen
source code for the language is generated representing bindings to the specified APIs. This source code is then compiled by the native compiler and used by user-written code as well. - The native language toolchain is used to emit a core WebAssembly module. This
core wasm module is the "meat" of a component and contains all user-defined
code compiled to WebAssembly. The most common native target to use for
compilation today is the
wasm32-wasi
target. - The output core wasm module is transformed into a component using the
wasm-tools
project, notably thewasm-tools component new
subcommand. This will ingest the native core wasm output and wrap the output into the component model binary format.
The precise tooling and commands at each of these steps differs language by language, but this is the general idea. With a component in-hand the binary can then be handed off to a host runtimes for execution.
An important consideration when creating a component today is WASI. All current
native toolchains for languages which have WASI support are using the
wasi_snapshot_preview1
version of WASI. This definition of WASI was made
with historical *.witx
files and is not compatible with the component model.
There is, however, a means by which to still create components from modules
that are using wasi_snapshot_preview1
APIs.
The wasm-tools component new
subcommand takes an --adapt
argument which acts
as a way to polyfill non-component-model APIs, like wasi_snapshot_preview1
,
with component model APIs. The preview2-prototyping project is the current
go-to location to acquire a polyfill from wasi_snapshot_preview1
to an
in-development version of "wasi preview2" which is specified with WIT
and the component model.
Notably you'll want to download one of the adapter modules
and name it wasi_snapshot_preview1.wasm
locally to pass as an --adapt
argument to wasm-tools component new
. Note that there are two modules
provided on the downloads page, one is for non-commands which
don't have a _start
entrypoint in the generated core wasm module (e.g. the
cdylib
crate type in Rust) and one that is for command modules
which has a _start
entrypoint (e.g. a src/main.rs
in Rust).
The wit-bindgen
project is primarily focused on guest languages which are
those compiled to WebAssembly. Each language here already has native support for
execution in WebAssembly at the core wasm layer (e.g. targets the current core
wasm specification). Brief instructions
are listed here for each language of how to use it as well.
Each project below will assume the following *.wit
file in the root of your
project.
// wit/host.wit
package example:host;
world host {
import print: func(msg: string);
export run: func();
}
The Rust compiler supports a native wasm32-wasi
target and can be added to any
rustup
-based toolchain with:
rustup target add wasm32-wasi
In order to compile a wasi dynamic library, the following must be added to the Cargo.toml
file:
[lib]
crate-type = ["cdylib"]
Projects can then depend on wit-bindgen
by executing:
cargo add --git https://github.com/bytecodealliance/wit-bindgen wit-bindgen
WIT files are currently added to a wit/
folder adjacent to your Cargo.toml
file. Example code using this then looks like:
// src/lib.rs
// Use a procedural macro to generate bindings for the world we specified in
// `host.wit`
wit_bindgen::generate!({
// the name of the world in the `*.wit` input file
world: "host",
// For all exported worlds, interfaces, and resources, this specifies what
// type they're corresponding to in this module. In this case the `MyHost`
// struct defined below is going to define the exports of the `world`,
// namely the `run` function.
exports: {
world: MyHost,
},
});
// Define a custom type and implement the generated `Guest` trait for it which
// represents implementing all the necessary exported interfaces for this
// component.
struct MyHost;
impl Guest for MyHost {
fn run() {
print("Hello, world!");
}
}
By using cargo expand
or cargo doc
you can also explore the generated code.
This project can then be built with:
cargo build --target wasm32-wasi
wasm-tools component new ./target/wasm32-wasi/debug/my-project.wasm \
-o my-component.wasm --adapt ./wasi_snapshot_preview1.wasm
This creates a my-component.wasm
file which is suitable to execute in any
component runtime. Using wasm-tools
you can inspect the binary as well, for
example inferring the WIT world that is the component:
wasm-tools component wit my-component.wasm
# world my-component {
# import print: func(msg: string)
# export run: func()
# }
which in this case, as expected, is the same as the input world.
C and C++ code can be compiled for the wasm32-wasi
target using the WASI
SDK project. The releases on that repository have precompiled clang
binaries
which are pre-configured to compile for WebAssembly.
To start in C and C++ a *.c
and *.h
header file is generated for your
project to use. These files are generated with the wit-bindgen
CLI
command in this repository.
wit-bindgen c ./wit
# Generating "host.c"
# Generating "host.h"
# Generating "host_component_type.o"
Some example code using this would then look like
// my-component.c
#include "host.h"
void host_run() {
host_string_t my_string;
host_string_set(&my_string, "Hello, world!");
host_print(&my_string);
}
This can then be compiled with clang
from the WASI SDK and assembled into a
component with:
clang host.c host_component_type.o my-component.c -o my-core.wasm -mexec-model=reactor
wasm-tools component new ./my-core.wasm -o my-component.wasm
Like with Rust, you can then inspect the output binary:
wasm-tools component wit ./my-component.wasm
Java bytecode can be compiled to WebAssembly using
TeaVM-WASI. With this generator,
wit-bindgen
will emit *.java
files which may be used with any JVM language,
e.g. Java, Kotlin, Clojure, Scala, etc.
Go code can be compiled for the wasm32-wasi
target using the TinyGo compiler. For example, the following command compiles main.go
to a wasm modules with WASI support:
tinygo build -target=wasi main.go
Note: the current TinyGo bindgen only supports TinyGo version v0.27.0 or later.
To start in Go a *.go
and *.h
C header file are generated for your
project to use. These files are generated with the wit-bindgen
CLI
command in this repository.
wit-bindgen tiny-go ./wit
# Generating "host.go"
# Generating "host.c"
# Generating "host.h"
# Generating "host_component_type.o"
If your Go code uses result
or option
type, a second Go file host_types.go
will be generated. This file contains the Go types that correspond to the result
and option
types in the WIT file.
Some example code using this would then look like
// my-component.go
package main
import (
gen "host/gen"
)
func init() {
a := HostImpl{}
gen.SetHost(a)
}
type HostImpl struct {
}
func (e HostImpl) Run() {
gen.Print("Hello, world!")
}
//go:generate wit-bindgen tiny-go ../wit --out-dir=gen
func main() {}
This can then be compiled with tinygo
and assembled into a component with:
go generate # generate bindings for Go
tinygo build -target=wasi -o main.wasm my-component.go # compile
wasm-tools component embed --world host ./wit main.wasm -o main.embed.wasm # create a component
wasm-tools component new main.embed.wasm --adapt wasi_snapshot_preview1.wasm -o main.component.wasm
wasm-tools validate main.component.wasm --features component-model
Other languages such as JS, Ruby, Python, etc, are hoped to be supported one day
with wit-bindgen
or with components in general. It's recommended to reach out
on zulip if you're intersted in contributing a generator for one of these
langauges. It's worth noting, however, that turning an interpreted language into
a component is significantly different from how compiled languages currently
work (e.g. Rust or C/C++). It's expected that the first interpreted language
will require a lot of design work, but once that's implemented the others can
ideally relatively quickly follow suit and stay within the confines of the
first design.
To install the CLI for this tool (which isn't the only way it can be used), run the following cargo command. This will let you generate the bindings for any supported language.
cargo install --git https://github.com/bytecodealliance/wit-bindgen wit-bindgen-cli
This CLI IS NOT stable and may change, do not expect it to be or rely on it being stable. Please reach out to us on zulip if you'd like to depend on it, so we can figure out a better alternative for your use case.
The wit-bindgen
project is intended to facilitate in generating a component,
but once a component is in your hands the next thing to do is to actually
execute that somewhere. This is not under the purview of wit-bindgen
itself
but these are some resources and runtimes which can help you work with
components:
-
Rust: the
wasmtime
crate is an implementation of a native component runtime that can run any WITworld
. It additionally comes with abindgen!
macro which acts similar to thegenerate!
macro in this repository. This macro takes a WIT package as input and generatestrait
-based bindings for the runtime to implement and use. -
JS: the
js-component-tools
project can be used to execute components in JS either on the web or outside the browser in a runtime such asnode
. This project generates a polyfill for a single concrete component to execute in a JS environment by extracting the core WebAssembly modules that make up a component and generating JS glue to interact between the host and these modules. -
Python: the
wasmtime
project on PyPI has abindgen
mode that works similar to the JS integration. Given a concrete component this will generate Python source code to interact with the component using an embedding of Wasmtime for its core WebAssembly support. -
Tooling: the
wasm-tools
project can be used to inspect and modify low-level details of components. For example as previously mentioned you can inspect the WIT-based interface of a component withwasm-tools component wit
. You can link two components together withwasm-tools compose
as well.
Note that the runtimes above are generally intended to work with arbitrary
components, not necessarily only those created by wit-bindgen
. This is also
not necessarily an exhaustive listing of what can execute a component.
To build the cli:
cargo build
Learn more how to run the tests in the testing document.