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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2026-08-19 15:30:32 +00:00
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---
layout: home
hero:
name: Yawn
text: Build the graph. Share the data.
tagline: A worker-native WebGPU renderer where infrequent lifecycle commands use messages and hot render data lives in SIMD-aligned shared memory.
text: Shared render data and a render graph.
tagline: Two core files, one fixed arena, no built-in scene model or shader.
actions:
- theme: brand
text: Build your first scene
link: /guide/first-scene
- theme: alt
text: Open the playground
link: /../playground/
link: /playground
features:
- title: One graph boundary
details: JSO, a fluent builder, and FXNode all export the same immutable DAG AST and S-expression wire format.
- title: Shared render data
details: Meshes, instances, camera state, materials, and user columns use aligned SOA rows backed by shared WASM memory.
- title: External programs
details: WGSL, render pipelines, and compute passes travel with a graph loadout; core ships no scene shader.
- title: Worker-native
details: The same core client runs on the browser main thread or another worker through a Worker-like endpoint.
- title: Shared rows
details: Allocate an SOA row array once by message, then mutate its SAB views directly from any thread.
- title: External graphs
details: JSO and FXNode addons serialize DAGs to the S-expression AST consumed by the worker.
- title: Up-front loadouts
details: Graph compilation culls dead work, aliases compatible transients, coalesces passes, and prepares resources before activation.
- title: Optional conveniences
details: glTF import, mesh handles, material properties, camera controls, and picking stay in focused addons.
details: Pipelines, GPU resources, pass order, and compatible transient aliases are prepared before activation.
---
<Playground
id="first-scene"
title="Your first Yawn scene"
description="The preview imports procedural glTF through a worker, activates a graph, and renders shared instance data."
/>
## The entire boundary
```js
const color = await core.allocateRows({
name: "triangle.color",
rows: 1,
stride: 16,
format: "f32",
});
color.write(0, [0.2, 0.65, 1, 1]);
color.row(0)[0] = 0.8; // direct SharedArrayBuffer write
await loadGraph(core, graph); // infrequent message
```
`@yawn/core` contains only the public shared-row client and its worker. The worker owns the fixed 64-byte-aligned arena, S-expression graph compiler, WebGPU loadout, and transient texture aliasing. Every scene convention and every byte of WGSL comes from an addon or application.
```text
JSO / FXNode ──▶ AST ──▶ S-expression ──▶ core worker ──▶ WebGPU
any JS thread ───────────── direct SAB row writes ────────────┘
```
The addon packages provide graph serialization, optional WGSL, glTF import directly into shared rows, and conventional camera/material/mesh handles. None of them add semantics to core.