Render only when shared state changes

Add shared-data and bundle invalidation signals, and have handles publish them automatically for SAB and graph mutations.

Document the raw core worker protocol in a dedicated VitePress site and simplify the glTF import and picking example.

Amp-Thread-ID: https://ampcode.com/threads/T-01a01ff8-b91f-724f-8952-f07c6b5042fd
Co-authored-by: Heaust Azure <heaust.azure@gmail.com>
This commit is contained in:
Amp
2026-08-21 04:02:33 +00:00
co-authored by heaust
parent 481d105f19
commit 0e6d7e367c
24 changed files with 761 additions and 101 deletions
+1 -1
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@@ -11,7 +11,7 @@ infrequent worker messages hot shared mutations
│ create/delete rows │ │ transforms │
│ allocate/delete object slot │ │ cameras/materials │
│ compile/switch graph │ │ lights/app data │
│ play/pause/set FPS │ │ info.skipRender
│ play/pause/set FPS │ │ signals + row data
└──────────────┬───────────────┘ └──────────┬───────────┘
└─────────────────┬─────────────────────┘
+1 -1
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@@ -24,7 +24,7 @@ const scene = new Scene(canvas, { hdr: true, fps: 60 });
await scene.ready;
```
Omit `fps` to render as fast as the browser and GPU allow. `Scene` initializes conventional SOA rows and loads one clustered-forward HDR render graph. The core itself still starts with only its eight-float `info` row.
Omit `fps` to render as soon as shared data changes. `Scene` initializes conventional SOA rows and loads one clustered-forward HDR render graph. The core itself still starts with only its eight-float `signals` row.
## 3. Add a triangle
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@@ -34,7 +34,7 @@ If row allocations relocated since `Picking` was created, refresh its shared des
await picking.refresh();
```
The playground below imports the repository's full LFS-backed `sponza.glb` in the importer worker, hydrates all 138 primitives, frames them with an arc camera, and sends a real ray to the BVH worker. Click the preview to pick again.
The playground below imports the repository's full LFS-backed `sponza.glb` in the importer worker, preserves its authored transforms, places an arc camera in its coordinate system, and sends a real ray to the BVH worker. Click the preview to pick again.
<Playground example="importing" />
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@@ -29,21 +29,23 @@ particles.row(42).set([1, 0, 0, 0]);
Rows are 16-byte-stride-aligned and arena allocations are 64-byte aligned. Formats are `f32`, `u32`, or `i32`.
## Timing and render skipping
## Timing and render signals
Core always creates `info` as:
Core always creates `signals` as:
```text
[deltaTime, frameCount, elapsedTime, targetFps, skipRender, 0, 0, 0]
[deltaTime, frameCount, elapsedTime, targetFps, skipRender, sabDirty, bundleDirty, 0]
```
```ts
const info = scene.array("info").row(0);
info[4] = 1; // keep timing, skip GPU work
info[4] = 0; // resume rendering
const signals = scene.array("signals").row(0);
signals[4] = 1; // keep timing, skip GPU work
signals[4] = 0; // resume and request a frame
```
Use messages for rare control changes (`setFps`, graph updates, allocation); use SAB writes for existing hot state.
The handles layer sets `sabDirty` for writes made through `scene.array(...)` and its node, camera, mesh, material, and light APIs. It sets `bundleDirty` before rebuilding a graph whose recorded pipeline, bindings, geometry, or draw commands changed. Core clears `sabDirty` when it starts a frame; switching to the replacement loadout clears `bundleDirty` and requests a fresh frame.
Use messages for rare control changes (`setFps`, graph updates, allocation); use SAB writes for existing hot state. Code using `@yawn/core` directly must set `signals[5] = 1` after completing its own row writes.
<script setup>
import Playground from "../.vitepress/Playground.vue";