Rewrite core around shared rows and render graphs
Co-authored-by: Heaust Azure <heaust.azure@gmail.com> Amp-Thread-ID: https://ampcode.com/threads/T-01a01380-b478-77d0-84a0-102880a5c5ae
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# Yawn
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Yawn is a Rust/WGPU renderer whose application boundary is worker messages plus
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shared WebAssembly memory. Backward compatibility is intentionally deferred until
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1.0.
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## Architecture
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Yawn Core is two things: a generic structure-of-arrays arena in a `SharedArrayBuffer`, and a render-graph worker that turns externally supplied WGSL into an up-front WebGPU loadout.
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```text
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FXNode ───────────────┐
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├─> canonical DAG AST ─> S-expression ─> Yawn render worker
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JavaScript objects ──┘ │
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├─> graph compiler
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├─> transient allocator
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└─> prepared GPU loadout
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Any browser thread ── infrequent commands ──────────────────> worker
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Any browser thread ── atomic SOA writes ────────────────────> shared WASM memory
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glTF import worker ── parse URL ──> generic render-data packet ─> fixed shared SOA ─┘
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JSO or FXNode → AST → S-expression → graph worker → WebGPU
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↑
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any thread → direct shared row writes ┘
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```
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The canonical AST is the only public render-graph wire format. Nodes are named
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definitions and `(ref "node" "socket")` forms are edges, so an output can fan out
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without expanding into a tree. Core parses the S-expression, validates the DAG,
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culls dead work, calculates resource lifetimes, aliases compatible non-overlapping
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transients, coalesces render passes, and allocates the resulting textures and GPU
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pipelines before activating a graph.
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Messages allocate `{ name, rows, stride, format }` arrays and load graphs. Existing render data is changed by writing `f32`, `u32`, or `i32` rows directly. Allocations are 64-byte aligned, row strides are multiples of 16 bytes, and compatible non-overlapping transient textures share physical allocations.
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Authored render shaders use Yawn's fixed scene ABI. Render and compute declarations
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carry source, entry points, and dispatch/state metadata and are prepared with the
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graph loadout. Core contains no built-in shader source or pipeline declarations.
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Its public responsibility stops at shared render data and render-graph compilation,
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loadouts, lifecycle, and transient resource management; conveniences live outside it.
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## Packages
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- `packages/yawn-core` (`@yawn/core`) — render-data shared arrays and render-graph
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lifecycle transport; it returns `[slot, generation]` render-data handles.
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- `addons/render-graph-ast` — canonical immutable DAG AST and S-expression serializer.
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- `addons/render-graph-js` — plain-object/fluent graph APIs that serialize and load ASTs.
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- `addons/render-graph-fxnode` — FXNode snapshot exporter and diagnostic mapping.
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- `addons/default-pipelines` — optional scene/frame shader and compute declarations.
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- `addons/gltf-import` — glTF worker that writes format-neutral render-data packets directly to a fixed SOA.
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- `addons/mesh-handles` — conventional mesh, instance, camera, and material objects plus optional BVH picking.
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The editable playground and Render Graph Studio under `examples/` consume the
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packages through their public APIs; no example source or shader lives in core.
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Tutorial-style package guides and all focused recipes live under `docs/`, including
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AST/JSO/FXNode authoring, render and compute programs, graph activation, shared glTF
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import, mesh instances, custom SOA columns, SAB animation, picking, and worker use.
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Example graph authoring:
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```js
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import { RenderGraph, ref } from "@yawn/render-graph-js";
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import { defaultPipelines } from "@yawn/default-pipelines";
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const graph = new RenderGraph("main", 1)
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.renderPipeline(defaultPipelines.render[1])
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.renderPipeline(defaultPipelines.render[2])
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.renderPipeline(defaultPipelines.render[3])
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.computePipeline({
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name: "prepare",
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shader: "@compute @workgroup_size(1) fn main() {}",
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entry: "main",
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dispatch: [1, 1, 1],
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})
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.node("mesh", "mesh", { version: 2 })
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.node("draw", "gltf_standard", {
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version: 2,
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inputs: { mesh: [ref("mesh", "mesh")] },
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});
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// Add the required attachments and frame output, then let the addon own the wire encoding:
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await graph.load(core);
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```
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## Shared render data
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`@yawn/core` exposes 64-byte-aligned shared SOA columns. Every stride is a multiple
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of 16 bytes and scalar lanes are atomic `u32`, `i32`, or IEEE-754 `f32` bits. The
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built-in instance transform/type columns are generation-guarded so a stale handle
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cannot mutate a reused slot. The built-in `camera.state` column is one 64-byte,
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16-lane `f32` row containing eye, target, up, and projection parameters.
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Allocate application columns infrequently through the worker:
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```js
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const velocity = await core.allocateArray({
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name: "instance.velocity",
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domain: "instance", // also "mesh" or "fixed"
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scalar: "f32",
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lanes: 4,
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});
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velocity.write(instanceSlot, [1, 0, 0, 0]);
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```
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Camera state has no dedicated core API. Read and write it through the same render-data
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SOA interface as every other hot value; these mutations do not enqueue worker messages:
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```js
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const camera = core.array("camera.state");
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const state = camera.read(0);
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state[0] = nextEye[0];
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state[1] = nextEye[1];
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state[2] = nextEye[2];
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camera.write(0, state);
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```
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Import a GLB without transferring its bytes through renderer messages:
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```js
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import { GltfImporter } from "@yawn/gltf-import";
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import { CameraHandle, MaterialHandles, MeshHandles } from "@yawn/mesh-handles";
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const importer = new GltfImporter(core);
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const imported = await importer.load(gltfUrl);
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const meshes = new MeshHandles(core).fromImportedScene(imported);
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const materials = new MaterialHandles(core).fromImportedScene(imported);
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const camera = new CameraHandle(core);
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meshes[0].defaultInstance.setTransform(nextTransform); // direct shared-SOA write
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materials[0].roughness = 0.35; // direct shared-SOA write
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camera.position = [4, 3, 6]; // direct shared-SOA write
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```
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The renderer grows mesh/instance-domain columns with render-data capacity and
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publishes replacement descriptors through the core's `yawn-soa-layout` event.
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Typed-array views refresh when shared WASM memory grows. Messages are reserved for
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allocation and lifecycle operations. Existing instance values and bulk asset uploads
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use shared memory; a GLB commit message contains only an array ID and byte count.
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`YawnCore` accepts a transport bridge whose worker endpoint can be a `Worker` or a
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started `MessagePort`, so the same API can run on the browser main thread or another
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worker. Optional snapshot/BVH picking is owned entirely by the mesh-handles addon.
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Cross-origin isolation is required (`COOP: same-origin`, `COEP: require-corp`). The
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Vite development and preview servers already set both headers.
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## Development
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WGSL, pipelines, glTF import, and conventional mesh/camera/material handles live in `addons/`; core contains no shader or scene model.
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```sh
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npm run examples
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npm run test:js
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cargo check --workspace
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npm start
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```
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Production build:
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```sh
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npm run build-release
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```
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This opens the docs. The complete runnable example is at `/playground`.
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