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asset⌬ modulemoduleprimary: init.luau·originates fromworld 07158574-5…

compute

Public Luau surface over the `__compute` Internal FFI namespace — GPU compute pipelines.

byzero-proxy @ DESKTOP-DB3UJOJ·posted 2mo ago
What it does

compute Module

Public Luau surface over the __compute Internal FFI namespace — GPU compute pipelines.

Purpose

A compute shader is a .computeShader asset, and everything you do with one you do through a resolved reference to it. This module carries what is left: the readback poll, and the name-keyed entry points kept working for content written before the reference surface existed.

Usage

local double = asset.resolve("@builtin::shaders.compute_double", "computeShader")

local scratch = double:createBuffer("scratch", { size = 4096, readback = true })
scratch:write({ 1.0, 2.0, 3.0, 4.0 })

double:dispatch({ buffers = { scratch }, workgroups = { 1 } })

local key = scratch:read()
while not compute.isReadbackReady(key) do task.wait(0) end
local floats = compute.getReadbackResult(key)

asset.resolve records your script's dependency on the shader — which is what carries the shader along when the world is packed, pulled or published. A name passed to one of the entry points below records nothing, and the shader is left behind.

Is it compiled yet?

compute.programState(ref) says where a shader's compiled program stands: "absent" (nothing held under this key and nothing in flight), "pending" (a registration or compile was asked for and has not reached the device — a recompile of a resident program reads pending too), "ready" (compiled and resident, so a dispatch binds it), or "failed", with the reason as a second return.

if compute.programState(shaderRef) == "ready" then
    shaderRef:dispatch({ buffers = { buf }, workgroups = { 1 } })
end

ref:compile() queues the compile and the pipeline is built on the render side frames later, so that call cannot answer this. A dispatch issued before the program is ready is held behind the compile and dropped if it never lands, and a readback taken then reports the buffer as it was.

Is anything broken?

compute.failing() lists every (shader, target) pair whose most recent dispatch failed, with the reason. An empty result means every dispatch the engine has been given is running. For one shader, ref:status() reports each of its targets, running or not.

for _, d in ipairs(compute.failing()) do
    print(d.shader, d.target, d.failures, d.lastError)
end

A dispatch is recorded into a command encoder frames after the call that asked for it returned, so the call answers that it queued the dispatch and these two answer what the dispatch did. A zero in any workgroups dimension is one of the things they report: it is refused, and a count computed from how much data there is passes through math.max(1, ...) so an empty set dispatches one workgroup rather than none.

Exports

  • Health: programState, failing.
  • Readback: isReadbackReady, readbackState, getReadbackResult, getReadbackResultU32, getReadbackResultBytes. A handle answers a read itself — buf:read(offset, len) gives a Readback with ready, state and the three drains on it.
  • Deprecated, name-keyed: registerShader, destroyShader, registerShaderEx, destroyShaderEx, compile, compileByName, dispatch, dispatchOnVertices, dispatchEx, setParam. Each has a method on the .computeShader reference — see types/computeShader.
  • Deprecated, name-keyed buffers: createBuffer(name, { size, readback? }), destroyBuffer, readBuffer, writeBuffer(name, data, offset?), writeBufferU32, writeBufferBytes. Each reaches the substrate under the name a dispatch binds it by; hold the handle from substrate.createBuffer or ref:createBuffer instead.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

global compute global-types module compute GPU compute pipelines — compile shaders, dispatch workgroups, read back results. Public Luau surface over the `__compute` Internal FFI namespace. A buffer belongs to the shader that owns it (`shaderRef:createBuffer`) or to the substrate (`substrate.createBuffer`), and reaches a dispatch as a handle. require modules/api/engine/compute

deprecated(what: string, instead: string) → void

argtypedescription
whatstring
insteadstring

bufferKey(v: any, where: string, slot: string) → any

Resolve a shader reference to the key the engine dispatches by. For a `.computeShader` ASSET (identity string or a resolved handle), we use its stable **guid** — the same collision-safe, rename-proof key every other asset reference uses, and the key the assetType registers the compiled program under. The engine lazily compiles a `.computeShader` on the first dispatch miss (no `compileByName` ceremony needed). A raw `registerShader` name (not an asset) passes through unchanged. Pass a resolved handle to skip the per-call resolve. The key a `buffers` / `resources` entry names. A buffer handle contributes the name it was created under; a string passes through, which is how the engine-owned names (`@vertex`, `@vertex:<guid>`) reach the engine untouched.

argtypedescription
vany
wherestring
slotstring

resolveBuffers(opts: any, where: string) → any

Resolve every buffer a dispatch names, leaving the caller's table untouched.

argtypedescription
optsany
wherestring

declaredBindingCount(source: string) → number

How many group-0 binding slots a WGSL source declares, counted from the declarations themselves: the highest slot the source names, plus one, so a source that leaves a gap still gets a layout wide enough to reach its top slot. Nil when the source names no group-0 binding.

argtypedescription
sourcestring

note(idx: string) → void

argtypedescription
idxstring

withDeclaredBindings(opts: any, where: string) → any

`bindings` is how many group-0 slots the pipeline layout is built with, and the source already says. Taking the count from the source leaves one place for it to be stated; a count supplied alongside a source that contradicts it is refused here, where the caller can see both numbers.

argtypedescription
optsany
wherestring

checkReadOnlyBindings(opts: any, where: string) → void

Every `readOnlyBindings` entry names a group-0 slot of the layout the registration builds, which runs 0 to `bindings - 1`. An index outside that run marks nothing: the slot the author meant as `var<storage, read>` is built read-write, and the shader either fails the device's access-mode validation or writes through a binding declared read-only. Refused here, with both numbers in hand and the registering call still on the stack.

argtypedescription
optsany
wherestring

checkBufferCount(ref: any, opts: any, where: string) → void

A dispatch binds one buffer per declared binding, so a count that does not match is work that cannot run. Raised against the registration's own count while the dispatching call is still on the stack.

argtypedescription
refany
optsany
wherestring

resolveComputeKey(ref: string | { [string]: any } | AssetRef) → any

argtypedescription
refstring | { [string]: any } | AssetRef

refusedDeclaration(ref: string | { [string]: any } | AssetRef) → string

Why the `bindings.yaml` of the `.computeShader` asset `ref` names was not read, when its compile refuses the file; nil for any other ref. The asset's `getBindings` runs the parse its compile runs, so it raises exactly when the compile refuses the declaration.

argtypedescription
refstring | { [string]: any } | AssetRef

holdInline(key: string, register: (string, any) → void

argtypedescription
keystring
register(string, any

programCaller( ) → string

The chunk that called the compute function calling this: the first frame above this module's own that is Luau code, past the native dispatcher a `typed` function's argument check runs that function through. It is the same frame at every optimization level the module compiles at.

suiteOwned(source: string) → boolean

Whether the chunk `source` names is a test suite's own, or user code: a compiled program that goes back with the world.

argtypedescription
sourcestring

registerShader(nameOrHandle: string | { [string]: any } | AssetRef, opts: ShaderOpts?) → boolean

Register a compute shader. Accepts an asset handle from `asset.load()`, or `(name, opts)` with inline WGSL source. `@group(0) @binding(n)` declarations when omitted; supplying a count that disagrees with them raises. Every `readOnlyBindings` entry names one of those declared bindings, as a whole number from 0 to `bindings - 1`; an entry outside that run raises. deprecated A compute shader is a `.computeShader` asset. Author one and dispatch it through its ref — `asset.resolve(name, "computeShader"):dispatch(opts)`. Raw WGSL registered under a bare name has no asset identity, so nothing records a dependency on it and it does not travel with the content that uses it. hidden

argtypedescription
nameOrHandlestring | { [string]: any } | AssetRefShader name or asset handle.
optsShaderOpts?Shader options. `bindings` comes from the source's own

examples

compute.registerShader("blur", { source = WGSL, entryPoint = "main" })

destroyShader(name: string) → boolean

Destroy a named compute shader pipeline. deprecated A `.computeShader` asset's compiled program is owned by the asset and released with it. hidden

argtypedescription
namestringShader name.

buildBvh(instances: { any }, opts: { [string]: any }?) →

Build a bounding-volume hierarchy over the world-space triangles of a set of mesh instances and upload it as two named compute buffers — geometry never passes through the scripting heap. Each instance is `{ guid, transform, attributes? }`: `guid` names a mesh resident in the meshcpu store (materialise with `ref:load()` / `meshcpu.load`), `transform` is 16 numbers, row-major, translation in slots 4/8/12, and `attributes` is up to 40 floats stamped onto every triangle of that instance (surface colors, material ids, physics tags — whatever the consuming shader wants per-surface). Triangles pack 18 vec4 each (v0/v1/v2, n0/n1/n2, uvs, then 10 attribute vec4s — float slots 32.. carry the instance attributes, zero when absent) in BVH leaf order; nodes 2 vec4 each (min + first-or-left, max + leaf-tagged count-or-right). Consumers: GI baking, ray-traced passes, GPU picking, navmesh and SDF generation. handles the caller owns, passed to a dispatch like any other and destroyed when the hierarchy is done with. Or `(nil, err)` naming any non-resident guid.

argtypedescription
instances{ any }Array of `{ guid, transform, attributes? }` mesh instances.
opts{ [string]: any }?Optional `{ maxLeaf? }` — max triangles per leaf.

examples

local bvh = compute.buildBvh(instances)
shader:dispatch({ buffers = { bvh.nodes, bvh.tris }, workgroups = { 64, 1, 1 } })

beginBvh(instances: { any }, opts: { [string]: any }?) →

Start the build `compute.buildBvh` runs, without running any of it. Takes the same instances and options and reports the same non-resident guids, and returns an id `compute.stepBvh` advances a bounded slice at a time and `compute.finishBvh` collects. Each mesh the instances name is copied as this is called — once per guid however many instances share it — so the CPU mesh may be unloaded on the next line and the build still finishes on the copy it holds. `compute.buildBvhSliced` is the whole loop as one call.

argtypedescription
instances{ any }Array of `{ guid, transform, attributes? }` mesh instances.
opts{ [string]: any }?Optional `{ maxLeaf? }` — max triangles per leaf.

examples

local id = compute.beginBvh(gather.instances)

stepBvh(id: number, budgetMs: number?) →

Advance a build by as many work units as `budgetMs` buys, and report whether it has finished: `"pending"` means there is work left, `"ready"` means `compute.finishBvh` will hand over the buffers. The slices carry the hierarchy onto the GPU as well as building it, so a build that reads `"ready"` has already uploaded every byte of itself. A slice always runs at least one unit, so a budget of 0 advances the build by exactly one and the largest single unit sets the floor under a slice.

argtypedescription
idnumberBuild id from `compute.beginBvh`.
budgetMsnumber?Wall time this slice may spend, in milliseconds (default 4).

examples

while compute.stepBvh(id, 4) == "pending" do task.wait() end

finishBvh(id: number) →

Hand over a finished build's hierarchy as the same two buffers `compute.buildBvh` returns, and release the build. The slices put every byte of it on the GPU as they ran, so this costs the frame it is called in the handover and nothing of the scene. names no build or the build still has work left.

argtypedescription
idnumberBuild id from `compute.beginBvh`, stepped until `"ready"`.

examples

local built = compute.finishBvh(id)

cancelBvh(id: number) → boolean

Drop a build along with the triangles it has gathered.

argtypedescription
idnumberBuild id from `compute.beginBvh`.

examples

compute.cancelBvh(id)

bvhBuilds( ) →

What the builds started by `compute.beginBvh` and not yet finished are costing, oldest id first. Each row is `{ id, phase, triangles, units, slices, cpuMs, uploadedBytes }`: `phase` is `"gather"`, `"build"`, `"serialize"`, `"upload"` or `"ready"`, `triangles` how many have been gathered, `units` the work units run, `slices` the `compute.stepBvh` calls they ran in, `cpuMs` the wall time spent inside those calls, and `uploadedBytes` how much of the hierarchy has reached the GPU.

examples

print(#compute.bvhBuilds(), "hierarchies in flight")

buildBvhSliced(instances: { any }, opts: { [string]: any }?) →

The hierarchy `compute.buildBvh` builds, spread over as many frames as it takes: a slice of the build per frame, so a scene's triangle count costs the frame loop `budgetMs` at a time instead of the whole build at once. Yields, so it is called from a task. The result is the same pair of buffers and the same counts `compute.buildBvh` returns. the wall time one frame may spend on the build (default 4 ms).

argtypedescription
instances{ any }Array of `{ guid, transform, attributes? }` mesh instances.
opts{ [string]: any }?Optional `{ maxLeaf?, budgetMs? }` — max triangles per leaf, and

examples

local built, err = compute.buildBvhSliced(gather.instances, { budgetMs = 4 })

dispatch(shaderNameOrHandle: string | { [string]: any } | AssetRef, opts: DispatchOpts) → boolean

Dispatch a compute shader with bound buffers. Accepts a shader name string or an asset handle from `asset.load()`. A zero in any workgroup dimension is refused and recorded as a dispatch failure — clamp a computed count with `math.max(1, math.ceil(n / 64))`. in `compute.failing()`. deprecated Use `asset.resolve(name, "computeShader"):dispatch(opts)`. A name passed here records no dependency on the shader, so a packed or pulled world leaves it behind. hidden

argtypedescription
shaderNameOrHandlestring | { [string]: any } | AssetRefShader name or asset handle.
optsDispatchOpts`{ buffers, workgroups }`.

examples

compute.dispatch("blur", { buffers = { "src", "dst" }, workgroups = { 8, 8 } })

dispatchOnVertices(shaderNameOrHandle: string | { [string]: any } | AssetRef, opts: DispatchOnVerticesOpts) → boolean

Dispatch a compute shader with a model's vertex buffer bound at binding 0 (read_write). Use to mutate vertex positions directly. Asset-backed `.computeShader`s resolve to their stable guid (collision-safe, lazily compiled on first dispatch); raw `registerShader` names pass through. A zero in any workgroup dimension is refused and recorded as a dispatch failure — clamp a computed count with `math.max(1, math.ceil(n / 64))`. in `compute.failing()`. deprecated Use `asset.resolve(name, "computeShader"):dispatchOnVertices(opts)`. A name passed here records no dependency on the shader, so a packed or pulled world leaves it behind. hidden

argtypedescription
shaderNameOrHandlestring | { [string]: any } | AssetRefShader name or asset handle.
optsDispatchOnVerticesOpts`{ model, buffers?, workgroups }`.

examples

compute.dispatchOnVertices("flatten", { model = "@user/mesh", workgroups = { 64 } })

assertBindingKinds(what: string, opts: { [string]: any }?) → void

argtypedescription
whatstring
opts{ [string]: any }?

compile(nameOrHandle: string | { [string]: any } | AssetRef, opts: { [string]: any }?) →

Compile a compute shader from inline WGSL + a declarative binding schema — the same codegen a `.computeShader` asset uses. The engine generates the `@group/@binding` declarations from `bindings`/`params`, so the source writes only `@compute fn main`. Symmetric with `registerShader`, but with zero-scaffolding bindings (incl. textures, samplers, storage textures and a params uniform). For asset-backed shaders prefer authoring a `.computeShader` (compiled automatically); use this for dynamic/generated compute shaders. ordered list of `{ name, kind, access?, element?, format?, array?, sample? }`. when the schema or the module is one the device would refuse. deprecated Author a `.computeShader` asset — the assetType compiles it from `shader.wgsl` + `bindings.yaml`. Use `asset.resolve(name, "computeShader"):compile()` to force one early. hidden

argtypedescription
nameOrHandlestring | { [string]: any } | AssetRefShader identity to register under (string or asset handle).
opts{ [string]: any }?`{ source, entryPoint?, bindings, params? }` — `bindings` is an

examples

compute.compile("my_sim", { source = WGSL, bindings = { { name = "data", kind = "buffer", access = "read_write", element = "f32" } } })

setParam(nameOrHandle: string | { [string]: any } | AssetRef, prop: string, value: number) → boolean

Set a named scalar parameter on a `.computeShader` (a `params:` entry in its `bindings.yaml`). Updates the shader's params uniform in place; the next dispatch sees the new value. No effect on raw `registerShader` shaders, which have no params block. handle `asset.load` / `asset.resolve` returns — the same forms `dispatch` takes. deprecated Use `asset.resolve(name, "computeShader"):setParam(prop, value)`. hidden

argtypedescription
nameOrHandlestring | { [string]: any } | AssetRefShader identity (the `.computeShader` asset name), or the
propstringParameter name as declared in `bindings.yaml`.
valuenumberNew scalar value (numbers only).

examples

compute.setParam("my_sim", "scale", 4.0)

compileByName(ref: string | { [string]: any } | AssetRef) → void

Optional explicit pre-warm for a `.computeShader` asset (idempotent — fingerprint-guarded). NORMALLY UNNECESSARY: `compute.dispatch` / `dispatchEx` auto-compile a `.computeShader` on first use. Reach for this only to avoid the one-frame first-dispatch warm-up in a latency-critical spot. Accepts an identity/guid string or a resolved asset handle (its `.identity` is used). deprecated Use `asset.resolve(name, "computeShader"):compile()`. hidden

argtypedescription
refstring | { [string]: any } | AssetRefA `.computeShader` identity/guid string, or a resolved asset handle.

examples

compute.compileByName("@builtin::shaders.compute_double")

isReadbackReady(resultKey: string) → boolean

Check if a readback result is available without consuming it. Raises for a key this engine never issued, or whose result was already drained — `nil`/`false` already means "still in flight", so a mistyped key reports itself instead of polling forever. Use `readbackState()` to test that case without raising.

argtypedescription
resultKeystringKey returned by `readBuffer()`.

readbackState(resultKey: string) → string

Where a readback key stands, without consuming it and without raising: `"pending"` (issued, GPU has not delivered), `"ready"` (delivered, waiting to be drained), `"failed"` (given up on, with the reason as a second return), or `"unknown"` (never issued by `readBuffer()`, or already drained — a result is delivered once). Every read leaves `"pending"`: one the GPU does not answer inside the bound the engine holds it to reaches `"failed"` naming the buffer. A wait on `readbackState(key) ~= "pending"` therefore ends on what the read did, which a count of engine frames cannot say.

argtypedescription
resultKeystringKey returned by `readBuffer()`.

examples

if compute.readbackState(key) == "ready" then ... end

readbackPromise(resultKey: string) → any

The promise that settles when a read-back reaches a terminal state, delivered or given up on. `task.await` it to wait for the read without polling: where the engine can wait on the device the coroutine resumes in the frame the device answered, so a task that reads, uses the answer and reads again does all of it in one frame; elsewhere it resumes on the next frame the answer reaches the engine. Answers nil when the read-back is not in flight (already delivered, failed, drained or never issued), and `readbackState()` then says which.

argtypedescription
resultKeystringKey returned by `readBuffer()`.

examples

local promise = compute.readbackPromise(key); if promise then task.await(promise) end

getReadbackResult(resultKey: string) →

Poll for a completed read-back and return its bytes as a 1-indexed array of f32 values, nil if pending. The f32 reinterpretation applies to whatever the buffer holds: bytes written as u32 `1, 2, 3, 4` read back here as `1.4e-45, 2.8e-45, 4.2e-45, 5.6e-45` — use `getReadbackResultU32()` for those, or `getReadbackResultBytes()` for a `buffer` the rest of the buffer surface accepts. Result is consumed on retrieval, and polling a key that was never issued raises rather than reading as forever-pending.

argtypedescription
resultKeystringKey returned by `readBuffer()`.

examples

local floats = compute.getReadbackResult(key)

getReadbackResultU32(resultKey: string) →

Poll for a completed read-back interpreting bytes as u32. Returns array of integer values if ready, nil if pending.

argtypedescription
resultKeystringKey returned by `readBuffer()`.

copyBufferToTexture(bufferName: string, textureKey: string, width: number, height: number, format: string?, rowBytes: number?) → boolean

Copy a compute buffer into a cached GPU texture under `textureKey`, staying on the GPU. The path for an image a compute pass produced: the buffer holds tightly-packed rows in the format's texel layout, and the result is an ordinary cached texture — sample it from a material, or pack it into the shared feature-texture array. The copy reads rows 256-byte aligned: rows packed tight must be a multiple of 256 bytes (at `rgba16f`, any width that is a multiple of 32), and any other width is laid out with its rows padded to that alignment and `rowBytes` saying how far apart they are. past `width` texels — a multiple of 256 at least a row's texels long.

argtypedescription
bufferNamestringSource compute buffer.
textureKeystringCache key to register the texture under.
widthnumberTexture width in texels.
heightnumberTexture height in texels.
formatstring?Texel format: `"rgba16f"` (default), `"rgba32f"`, `"rgba8"`.
rowBytesnumber?Bytes from one row's start to the next when rows are padded

examples

compute.copyBufferToTexture("gi_resolved", "lm_wall", 128, 128)
compute.copyBufferToTexture("heights_packed", "heights", 300, 300, "rgba16f", 2560)

destroyTexture(textureKey: string) → boolean

Release the cached GPU texture `copyBufferToTexture` registered under `textureKey`, freeing its memory. Call it once the image is no longer sampled. Writing the same key again replaces the texture, so a key you keep re-using holds one allocation.

argtypedescription
textureKeystringCache key the texture was registered under.

examples

compute.destroyTexture("lm_wall")

getReadbackResultBytes(resultKey: string) → buffer

Poll for a completed read-back and get its raw bytes as a `buffer`, copied once. The read counterpart of `writeBufferBytes`: read values out with `buffer.readf32` / `buffer.readu32`, or hand the buffer straight to `writeBuffer` — a payload that stays packed never becomes a table. Result is consumed on retrieval.

argtypedescription
resultKeystringKey returned by `readBuffer()`.

examples

local bytes = compute.getReadbackResultBytes(key)
local firstTexel = buffer.readf32(bytes, 0)

createTexture3D(name: string, opts: { [string]: any }) → boolean

Create a 3D texture volume. opts: `{ width, height, depth, format?, storage? }`.

argtypedescription
namestringUnique volume name.
opts{ [string]: any }Dimensions + format (`r8`/`r16f`/`r32f`/`rgba8`/`rgba16f`/`rgba32f`).

writeTexture3D(name: string, data: buffer | string | { number }) → boolean

Upload raw bytes (u8) into a named 3D volume. A `buffer` or a binary string holds the volume's byte layout verbatim and crosses in one copy — the shape a file's voxel payload arrives in; an array carries one byte value (0..255) per entry.

argtypedescription
namestringVolume name.
databuffer | string | { number }Voxel bytes as a `buffer`, a binary string, or an array of bytes.

writeFloatsTexture3D(name: string, floats: { number }, formatOrOpts: (string | { [string]: any }) → void

Upload float values into a named 3D volume, packed via the given format (default rgba16f).

argtypedescription
namestring
floats{ number }
formatOrOpts(string | { [string]: any }

readTexture3D(name: string) → string

Start a GPU→CPU readback of a named 3D volume. Returns a result key to poll.

argtypedescription
namestring

destroyTexture3D(name: string) → boolean

Destroy a named 3D volume and free its GPU memory.

argtypedescription
namestring

textureForPlugin(name: string) → any

The texture this script created under `name` as a handle a script passes a plugin in a call. The handle holds the texture by an id of its own, never by the name: once the texture is destroyed the handle refuses, even when the name is made again. Only a texture made by `compute.createTexture3D` or `compute.createStorageTexture2D` can be handed over. hidden

argtypedescription
namestringThe texture's name.

createStorageTexture2D(name: string, opts: { [string]: any }) → boolean

Create a 2D storage texture (compute-writable render target). opts: `{ width, height, format? }`.

argtypedescription
namestring
opts{ [string]: any }

destroyStorageTexture2D(name: string) → boolean

Destroy a named 2D storage texture.

argtypedescription
namestring

createTextureHistory(name: string, opts: { [string]: any }) → boolean

Create a temporal history buffer (ping-pong textures) for a target. opts: `{ width, height, format? }`.

argtypedescription
namestring
opts{ [string]: any }

destroyTextureHistory(name: string) → boolean

Destroy a named texture-history buffer.

argtypedescription
namestring

createSampler(name: string, opts: { [string]: any }?) → boolean

Create a named GPU sampler. opts: filter/wrap settings.

argtypedescription
namestring
opts{ [string]: any }?

destroySampler(name: string) → boolean

Release a named sampler created by `compute.createSampler` and free it. The counterpart to that call, alongside `destroyBuffer`, `destroyTexture`, `destroyTexture3D`, `destroyStorageTexture2D` and `destroyTextureHistory`. The manager's own defaults (`linear_clamp`, `linear_repeat`, `nearest_clamp`) are kept for the session, since a compute pass binds them by name.

argtypedescription
namestringSampler name.

examples

compute.createSampler("soft", { filter = true }); compute.destroySampler("soft")

registerShaderEx(nameOrHandle: string | { [string]: any } | AssetRef, opts: { [string]: any }?) → boolean

Register a compute shader with extended texture/sampler bindings. Accepts a name + opts or an asset handle. deprecated A compute shader is a `.computeShader` asset. Author one and dispatch it through its ref — `asset.resolve(name, "computeShader"):dispatchEx(opts)`. Raw WGSL registered under a bare name has no asset identity, so nothing records a dependency on it and it does not travel with the content that uses it. hidden

argtypedescription
nameOrHandlestring | { [string]: any } | AssetRef
opts{ [string]: any }?

destroyShaderEx(name: string) → boolean

Destroy a shader registered via `registerShaderEx`. deprecated A `.computeShader` asset's compiled program is owned by the asset and released with it. hidden

argtypedescription
namestring

assertResourceKinds(what: string, opts: { [string]: any }?) → void

argtypedescription
whatstring
opts{ [string]: any }?

dispatchEx(shaderNameOrHandle: string | { [string]: any } | AssetRef, opts: { [string]: any }) → boolean

Dispatch a compute shader with extended texture/storage/sampler bindings. Asset-backed `.computeShader`s resolve to their stable guid (collision-safe, lazily compiled on first dispatch); raw `registerShaderEx` names pass through. `resources` covers the bindings the shader DECLARES. A `params:` block's uniform is engine-owned — the compile creates and packs it, `setParam` writes it, and the dispatch binds it — so it takes no entry here. A zero in any workgroup dimension is refused and recorded as a dispatch failure — clamp a computed count with `math.max(1, math.ceil(n / 64))`. in `compute.failing()`. deprecated Use `asset.resolve(name, "computeShader"):dispatchEx(opts)`. A name passed here records no dependency on the shader, so a packed or pulled world leaves it behind. hidden

argtypedescription
shaderNameOrHandlestring | { [string]: any } | AssetRefShader name or asset handle.
opts{ [string]: any }`{ resources, workgroups }` — each resource is `{ kind, name }`.

textureFormatBytes(format: string) → number

Bytes-per-voxel for a texture format string (`rgba16f`, `r8`, ...).

argtypedescription
formatstring

createBuffer(name: string, opts: { [string]: any }) → boolean

Allocate a buffer under `name`, sized in bytes. deprecated Hold the handle: `substrate.createBuffer({ type = "f32", len = size // 4, kind = "gpu" })`, or `shaderRef:createBuffer(name, opts)` for a buffer the shader owns.

argtypedescription
namestringThe name a dispatch binds it by.
opts{ [string]: any }`{ size, readback? }` — `size` in bytes.

destroyBuffer(name: string) → boolean

Release the buffer allocated under `name`. deprecated Hold the handle and call `buf:destroy()`.

argtypedescription
namestringThe name it was created under.

readBuffer(name: string) → string

Start a GPU→CPU read of the buffer under `name`. not start answers with the empty key, which every drain reports as unknown — the same shape a caller already handles. deprecated Hold the handle: `buf:read(offset, len)` returns a Readback you ask directly.

argtypedescription
namestringThe name it was created under.

writeBuffer(name: string, values: { number } | buffer | string, offset: number?) → boolean

Write words into the buffer under `name`. deprecated Hold the handle and call `buf:write(values, offset)`.

argtypedescription
namestringThe name it was created under.
values{ number } | buffer | stringThe floats to write, or a `buffer` / binary string already holding them.
offsetnumber?32-bit word offset to write at.

writeBufferU32(name: string, values: { number } | buffer | string, offsetBytes: number?) → boolean

Write 32-bit words into the buffer under `name`. deprecated Hold the handle and call `buf:writeU32(values, offsetBytes)`.

argtypedescription
namestringThe name it was created under.
values{ number } | buffer | stringThe words to write.
offsetBytesnumber?Byte offset to write at.

writeBufferBytes(name: string, bytes: buffer | string, offsetBytes: number?) → boolean

Write packed bytes into the buffer under `name`. deprecated Hold the handle and call `buf:writeBytes(bytes, offsetBytes)`.

argtypedescription
namestringThe name it was created under.
bytesbuffer | stringThe payload.
offsetBytesnumber?Byte offset to write at.

failing( ) →

Every compute dispatch whose most recent run FAILED, one record per `(shader, target)` pair. A dispatch is recorded into a command encoder frames after the call that asked for it returned, so a pass that stops running reports here rather than through that call's return value: each record carries the shader key, the target it writes (a mesh guid for a dispatch over vertices, the buffers it bound for one that writes only those), how many dispatches and failures it has had, and `lastError`. An empty result means every dispatch the engine has been given is running. lastFailedFrame?, lastError? }`.

examples

for _, d in ipairs(compute.failing()) do print(d.shader, d.lastError) end

programState(ref: string | { [string]: any } | AssetRef) →

Where a shader's compiled program stands. A registration is queued from script and the pipeline is built on the render side frames later, so the call that asked for the compile cannot say whether it produced a program: `"absent"` (the engine holds nothing under this key and nothing is in flight — never asked for, or released), `"pending"` (asked for, not on the device yet — a recompile of a resident program reads pending too, because what it produces is a different program from the one bound now), `"ready"` (compiled and resident, so a dispatch binds it), or `"failed"` (the most recent registration produced no program), returned with the reason as a second value. A `.computeShader` whose `bindings.yaml` its compile refuses reads `"failed"`, with the reason naming the file and the line, because no program is compiled from the file as it stands. Wait for `"ready"` before a dispatch whose result is read back, rather than for a count of frames. or the name a raw registration chose. when `"failed"`.

argtypedescription
refstring | { [string]: any } | AssetRefA `.computeShader` identity/guid string, a resolved asset handle,

examples

if compute.programState(carve) == "ready" then carve:dispatch(opts) end

listEntry(key: string, opts: { [string]: any }) → void

A dispatch as a compute list entry: its program, the names of the buffers it binds, its workgroups as three counts, and a copy of its params.

argtypedescription
keystring
opts{ [string]: any }

compile(key: string, spec: { [string]: any }) →

Register a compiled program under `key` from WGSL plus a declared binding schema. The engine generates the `@group`/`@binding` declarations from the schema, expands `#include`s, naga-validates, and registers the result. schema. A buffer binding stating `range = true` (or every array buffer binding, with `ranges = true`) takes a range of a buffer: a dispatch binds it with `zero_base_NAME` / `zero_len_NAME` in its params, and the body's `NAME[i]` and `arrayLength(&NAME)` address that range. One that states no range binds the whole buffer. when the schema or the module is one the device would refuse. hidden

argtypedescription
keystringThe key to register under.
spec{ [string]: any }`{ source, entryPoint?, bindings, params, ranges? }` — the parsed

destroy(key: string) → boolean

Release the program registered under `key`. hidden

argtypedescription
keystringThe program's key.

forPlugin(key: string, bindings: number | { string }) → any

The program under `key` as a handle a script passes a plugin in a call, for it to dispatch over the GPU buffers and textures it was handed. `bindings` is how many storage buffers the shader binds, or the kind of each binding in declaration order as `bindings.yaml` spells them (`buffer`, `texture3d`, `storage3d`, `storage2d`). hidden

argtypedescription
keystringThe program's key.
bindingsnumber | { string }A count of buffers, or each binding's kind.

dispatch(key: string, opts: { [string]: any }) → boolean

Dispatch the program under `key` with one buffer per declared storage binding, in declaration order. program's `params:` uniform, by name, to this dispatch alone: two dispatches of one program in a frame each read their own, and a value left out reads what the program holds. A zero in any workgroup dimension is refused and recorded as a dispatch failure — clamp a computed count with `math.max(1, math.ceil(n / 64))`. in `compute.program.status(key)`. hidden

argtypedescription
keystringThe program's key.
opts{ [string]: any }`{ buffers, workgroups, params? }`. `params` gives values of the

record(fn: ({ { [string]: any } }) →

Run `fn` and answer every `compute.program.dispatch` it made, in order, as the entries of a compute list: `{ program, buffers, workgroups, params }` each. The dispatches are queued as they always are; the answer is what `compute.program.list` takes to replay them. `fn` is handed the entries as they are made, so it can add `slots` to one it just dispatched. hidden

argtypedescription
fn({ { [string]: any } }The work to run, given the entries recorded so far.

dispatchOnVertices(key: string, opts: { [string]: any }) → boolean

Dispatch the program under `key` over a mesh's vertices. The mesh `opts.model` names fills the shader's `vertices` binding, and `opts.buffers` fills the remaining storage bindings. the program's `params:` uniform to this dispatch alone. A zero in any workgroup dimension is refused and recorded as a dispatch failure — clamp a computed count with `math.max(1, math.ceil(n / 64))`. in `compute.program.status(key)`. hidden

argtypedescription
keystringThe program's key.
opts{ [string]: any }`{ model, buffers?, workgroups, params? }`. `params` gives values of

dispatchEx(key: string, opts: { [string]: any }) → boolean

Dispatch the program under `key` with explicit resources — one `{ kind, name }` per declared binding, in declaration order. A zero in any workgroup dimension is refused and recorded as a dispatch failure — clamp a computed count with `math.max(1, math.ceil(n / 64))`. in `compute.program.status(key)`. hidden

argtypedescription
keystringThe program's key.
opts{ [string]: any }`{ resources, workgroups }`.

list(key: string, entries: { { [string]: any } }) → boolean

Register the compute list under `key`, replacing one already there: an ordered run of dispatches and buffer writes that `runList` queues in one call, each value a run supplies named as a slot. `{ program, buffers, workgroups, params?, slots?, when? }`, `slots` mapping a param name to the slot that gives it its value. A write is `{ write = bufferName, offset?, values, unsigned?, slots?, when? }`: `offset` in 32-bit words, `values` written as f32 (u32 when `unsigned`), `slots` mapping a value's place, from 1, to the slot that gives it. `when` names a slot: a run giving it 0 leaves the entry out. hidden

argtypedescription
keystringThe key to register the list under.
entries{ { [string]: any } }The dispatches and writes, in the order they run. A dispatch is

runList(key: string, slots: { [string]: number }?) → boolean

Queue the compute list under `key`: every entry in order, each value an entry names a slot for taken from `slots`, every other value as the list holds it. hidden

argtypedescription
keystringThe list's key.
slots{ [string]: number }?The value of each slot for this run, by name.

dropList(key: string) → boolean

Forget the compute list under `key`. hidden

argtypedescription
keystringThe list's key.

setParam(key: string, prop: string, value: number) → boolean

Write one scalar of the program's `params:` uniform. A value set before the program's first compile is the value it starts with. hidden

argtypedescription
keystringThe program's key.
propstringParameter name as declared.
valuenumberNew scalar value.

status(key: string) →

What the engine did with the dispatches of the program under `key`, one record per target. hidden

argtypedescription
keystringThe program's key.

observe( ) →

Every GPU resource the compute subsystem is holding right now — its storage and uniform buffers, its 3D textures, its 2D storage targets, its history pairs and its samplers — with what each one costs and which shader asked for it. This is the call to reach for when compute is holding memory and you do not know what, or when a key out of a dispatch failure needs matching against what exists. `resources` carries `key`, `kind` (`buffer` / `uniformBuffer` / `texture3d` / `storageTexture2d` / `textureHistory` / `sampler`), `owner` (`{ shader, name, serial }`, read off the key), `bytes`, `format`, `width`, `height`, `depth`, `usage` (the bits it was created with — `storage`, `copySrc`, `copyDst`, `vertex`, `index`, `indirect`, `uniform`, `sampled`, `sampler`) and `createdFrame`. `totals` is `{ count, bytes, byKind }`, what the rows sum to — and `totals.bytes` is the `compute` figure of `renderer.gpuMemory()`, read off the same registries. `published` is false when no renderer has published a reading yet, which is the engine saying it cannot answer rather than answering with nothing. The reading is the one the renderer published, republished on a frame where a registry gained or lost an entry: a resource created earlier in this same script is in the next reading, so wait a frame before asking about it, and `generation` moves when it arrives.

examples

local r = compute.observe()
print(r.totals.count, r.totals.bytes)
for _, res in ipairs(r.resources) do print(res.key, res.kind, res.bytes) end

resources(owner: any?) →

The resource rows on their own, optionally narrowed to what one shader owns. every resource compute holds. A value carrying no shader raises, so a narrowing that cannot be done reads as an error rather than as the whole inventory. A guid stands for itself, so resources outlive the asset that made them and stay reachable by their owner. Empty when the owner holds nothing.

argtypedescription
ownerany?A `.computeShader` ref, its guid, or its asset identity. Omit for

examples

for _, r in ipairs(compute.resources(shaderRef)) do print(r.key, r.bytes) end

diagnose(key: string) →

Whether a resource is filed under `key` right now, and when none is, which state the inventory says the key is in. A key out of a dispatch failure resolves here; a mistyped one reports why it does not. when one is filed under the key. `reason` is one of `compute.absentReasons()`. `current` names the live key when the owner holds a resource under the same name at a different serial.

argtypedescription
keystringThe resource key, verbatim.

examples

local d = compute.diagnose(key)
if not d.exists then print(d.reason, d.current) end

absentReasons( ) →

Every reason `compute.diagnose` reports, sorted. `resident` is the one that means the resource is there.

examples

for _, r in ipairs(compute.absentReasons()) do print(r) end

computeMark(generation: number?) → void

Internal: the mark `generation` names, with its index, or the newest.

argtypedescription
generationnumber?

markBaseline( ) → number

Record which compute resources are resident right now, and make that the point `compute.resetToBaseline` returns to. A caller that runs work in someone else's engine — a sweep of test suites sharing one, an editor tool driving a session — allocates as it goes: a pass builds the grid its quality asks for and keeps it, a shader files the uniform it was compiled with. Kept is right for a frame that draws again and wrong for the next caller, which then reads an inventory it did not make. This is how a caller says where its own allocations start. pass The resident keys are recorded as a mark above the marks before it. `compute.resetToBaseline` takes to restore to this mark.

examples

local mark = compute.markBaseline() -- then run, then compute.resetToBaseline(mark)

resetToBaseline(generation: number?) → number

Release every compute resource allocated since `compute.markBaseline`, leaving the ones it recorded where they are. Each kind this closes is one a caller allocated under a name it chose, so the next caller finds that name free. A storage buffer is such a resource and is not closed here: every one a caller can make is a substrate buffer, and `substrate.resetToBaseline` is what puts those back. A compiled shader's params uniform is not, and is left where it is: it is filed under its shader's guid, which no other caller can ask for, and it belongs to the `.computeShader` asset that compiled it, released when that is. pass Every texture, buffer texture, history and sampler allocated since the mark is closed; nothing the mark recorded is touched. it; the newest mark when omitted. The marks taken after it go with the reset.

argtypedescription
generationnumber?The mark to restore to, as `compute.markBaseline` returned

examples

local released = compute.resetToBaseline(mark)

releaseBaseline(generation: number) → boolean

Drop the mark `generation` names, and every mark taken after it, once the caller that took it is done resetting to it. It touches the marks alone.

argtypedescription
generationnumberThe mark to drop, as `compute.markBaseline` returned it.

examples

compute.releaseBaseline(mark) -- the run is over
⌬ Types
ShaderOpts = {DispatchOpts = {DispatchOnVerticesOpts = {

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

Showing up to 3 levels deep. Open a part to see what it holds further down.

36+items
·
assettype · born here
❒asset
# Module (asset type) A module is a reusable, stateless (or globally-stateful) Luau library that other code pulls in with `require()`. Modules are the unit of factored-out logic in a world: helpers, math libraries, format parsers, registries, shared algorithms. ## When to use one - You have logic you want to share across multiple components, services, scenes, or tools. - You have a registry, lookup table, or shared cache that callers all read from / write to. - You want a stable API surface (`M.fn`) other code can depend on. If the logic is bound to one entity, use a `.component`. If you want a named UI of fields rather than functions, use a `.preset`. ## Where it lives - Source: `/zero/source/.../<name>.module/` - Identity: the source path with `/` written as `.` and each segment's type suffix dropped — `/zero/source/demo/beats.module` is `demo.beats`, and `/zero/source/kit.package/beats.module` is `kit.beats`, the container's name kept and its `.package` suffix gone. `asset.create` returns this string, `asset.resolve(...).identity` reads it back, and the `require` forms below write it as `<identity>`. - Folder shape: - `init.luau` (or `init.lua`) — module body. **Required.** Returns a table (conventionally named `M`). - `README.md` — instance-level documentation. **Required.** - `.metadata` — agent-editable tags + free-form fields. **Required.** ## How to create one ```luau asset.create("module", "<name>") -- Creates: /zero/source/<name>.module/ -- init.luau (canonical `local M = {} … return M`) -- README.md (instance README template) -- `folder` places it in a subfolder of /source, and that subfolder -- leads the identity: `{ folder = "lib" }` produces `lib.<name>`. -- `into` authors it inside a resolved container (a package, a toolbox), -- whose own identity leads the same way: asset.create("module", "<name>", { folder = "lib" }) asset.create("module", "<name>", { into = asset.resolve("myPkg.package") }) ``` ## How it operates 1. **Registration.** Writing `init.luau` into a `.module/` folder indexes the asset and registers the module path with the resolver. 2. **Loading.** The first `require("<identity>")` runs the file's body and caches the returned table. Subsequent requires from anywhere return the **same table** — this is the shared-state lever for "module-local" registries. 3. **Hot reload.** Editing the file re-runs the module body and folds what it returns into the table already loaded, so that table keeps its identity: a caller that captured it with `require` reads the new source's functions and values through the reference it already holds, and a later `require` returns that same table. A key the new source drops goes away; a key something set at runtime stays. The body's own `local`s start again from their initial values, so state that must outlive an edit lives in `modules.state()` (`guides { path: "core/scripting-and-tasks" }`). 4. **Identity resolution.** A module is reached by its `<identity>`, and where the caller lives decides which spelling of it resolves. For a module in a **world**, from a caller in that same world — another module, a component, a scene entrypoint, or an `execute` chunk: - `require("<identity>")` — the identity on its own, resolved against the caller's own root. It carries every folder segment, so a module created with `{ folder = "demo" }` is `require("demo.beats")`. - `require("@root::<identity>")` — the same root-relative resolution, written out. - `require(".sibling")` — a module in the same folder, by its bare name; `..name` steps up one folder, `...name` two. Logs, stack traces and hot-reload notices name that same module `@local.source.<identity>` — its key under the world source root. The `<identity>` tail of that key is the form above, so a trace reading `@local.source.demo.beats` is `require("demo.beats")`. For a module in a **library** — content under `/zero/source/libs/@<lib>/` — `@<lib>::` addresses that library's root from anywhere: `require("@builtin::modules.transform")`. Mounting a world as a library moves its files under such a root and flips the caller root to `@<lib>::`, which is what keeps the root-relative forms above resolving across the move. ## Discovery - `asset.list("module")` — every registered module. - `asset.inspect("<name>")` — public functions, source path, this type README. - `ls /zero/source/<name>.module` lists the files the folder holds. ## Authoring conventions - Return a single `M` table from `init.luau`. Top-level statements with side effects run on first require — useful for one-time initialization, dangerous if they touch the engine before it's ready. - Write exported functions as `typed function`, not `function`: the argument types are enforced at the call and the checker knows the signature, so a caller's mistake is reported where they made it. - Annotate exported functions with `--!desc` / `--!arg` / `--!return` / `--!example` so the LSP, `tools.list`, and `asset.inspect` surface them. A function with no `--!desc` is reachable only by someone already reading this file. - Declare a VALUE with `Field.<kind>(default, mode, description)`, and a table whose members are reached through a metatable with `--!members <TypeName>` — the latter gives the surface its accepted member set, its type, and its documentation from one table. See `guides { path: "core/authoring" }` for all four rules and `modules/api/engine/entity.module/members.module` for a worked member table. - Keep module state in module-local upvalues or in `modules.state()`. Globals leak across reloads. Module-locals start again from their initial values with each hot reload; the table `modules.state()` returns is the same table on both sides of every reload. - Prefer focused modules over kitchen-sink modules. If two halves of a module have no shared state, split them. ## Common pitfalls - **Cyclic requires.** A `require` chain that loops will return the partial table (the half built before the cycle was detected). Design for one-way dependencies. - **Engine-time side effects.** Don't `entity.spawn` at module top-level — the engine may not be ready. Expose an `M.init` and call it from a scene entrypoint. - **Hot-reload + module-local cache.** A module that caches expensive computation in upvalues loses that cache on reload — fine for dev, but be aware in performance work. - **`init.lua` vs `init.luau`.** Either works, `.luau` is canonical. - **Writing one while play runs.** A `/source` write made while play is running lands on the play shadow, and a guarded play-exit discards it unless it is kept. One `.module` write shadows `init.luau`, the `README.md` and the `.metadata` together. `vfs.write(path, bytes, { durable = true })` skips the shadow, and `vfs.promotePlayShadow` keeps what is already on it — the `core/vfs` guide has the model and what each route costs. ## Related types - `.component` — for entity-bound state + lifecycle hooks. - `.service` — generates content you don't have yet (a mesh, sound, texture, …) via a metered provider. - `.tool` — for a single agent-callable function with a YAML schema. - `.package` — to group several modules + components + scenes into one shippable folder. ## In the Inspector Exports: what the module exports (name, kind, signature), parsed from its source without running it, with **Check** (the LSP's diagnostics for its entry file) and **Open**.
▲ 0↑ born
▣
module · born here
❒asset
# compute_observe What the compute subsystem is holding on the GPU, and why a resource key names nothing. Backs `compute.observe`, `compute.resources`, `compute.diagnose` and `compute.absentReasons`, composing the one reading only the engine can take (`__computeObserve.inventory()`) into the calls content reaches for. ## The inventory ```lua local r = compute.observe() print(r.totals.count, r.totals.bytes) for _, res in ipairs(r.resources) do print(res.key, res.kind, res.bytes, res.owner.shader) end ``` One row per live resource across both registries compute owns — the buffer map and the texture manager's volumes, storage targets, history pairs and samplers. Each row carries the key it is filed under verbatim (the same string a dispatch names it by and a dispatch failure prints), its `kind`, its `bytes`, its extent and format where it has them, the `usage` bits it was created with, and the frame it was created on. `owner` is read back out of the key: a resource a `.computeShader` ref made is filed under `<shader-guid>::<name>#<serial>`, so `owner.shader` names the shader, `owner.name` what the caller called it and `owner.serial` which of that caller's resources under that name it is. A resource created under a bare name carries the whole key as `owner.name`. The engine files its own resources under the same grammar: a compiled shader's params uniform is `<shader-guid>::__params`, so it names that shader as its owner and `compute.resources(ref)` accounts for it beside the buffers and volumes the shader made. `totals.bytes` is what the rows sum to, and it is the `compute` figure `renderer.gpuMemory()` reports: both are read off the same registries, so a listing reconciles against the memory call by construction. `published` is false when no renderer has published a reading yet — the engine saying it cannot answer, which reads differently from an engine answering with nothing held. The same document is served at `/zero/runtime/compute`, and the `resources` and `totals` halves are readable on their own there. ## Narrowing to one shader ```lua for _, r in ipairs(compute.resources(shaderRef)) do print(r.key, r.bytes) end ``` Takes a `.computeShader` ref, a guid, or an asset identity. A guid stands for itself, so a resource stays reachable by its owner once the asset that made it is gone — which is the state a leak is in. A value carrying no shader raises — a blank string among them — so a narrowing that cannot be done reads as an error rather than as the whole inventory or as an owner that holds nothing. ## Why a key names nothing ```lua local d = compute.diagnose("705c73a8-...::f_target#6") if not d.exists then print(d.reason, d.current) end ``` `reason` comes from the closed set `compute.absentReasons()` enumerates, and each entry is a state the inventory distinguishes on its own: | reason | what the inventory read | |---|---| | `resident` | a resource is filed under exactly this key; the row is on `resource` | | `notPublished` | no renderer has published an inventory, so no key can be answered for | | `replaced` | the owner holds a resource under the same name at a different serial — `current` names it | | `nameUnused` | the owner holds resources, none under this name | | `ownerAbsent` | no live resource carries this key's owner | | `unowned` | the key carries no owner segment, and nothing is filed under it | A reason is the inventory at the moment the call read it. The inventory is republished on a frame where a registry gained or lost an entry, so a resource created and diagnosed inside one script sees the reading from before it was made; wait a frame and ask again.
▲ 0↑ born
▣
module · born here
❒asset
# assetType.shared.ref Builds the metatable every `AssetRef` (the `{ __ref, type, name, guid, identity, path }` envelope returned by `asset.resolve` / `asset.ref`) carries. Replaces the per-call C metatable that used to live in `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable`. ## Public API ```lua local assetRef = require("@builtin::assetTypes.assetType.shared.ref") -- Called by the Rust factory (push_asset_ref_handle) via -- _G.__build_asset_ref_proxy after the envelope fields are set. assetRef.build(envelope) -- attaches AssetRefMT, returns the table ``` The module exposes no invalidation surface — discovery is registry-driven and hot-reload is transparent (see "Discovery and hot-reload" below). ## Method dispatch order `ref.foo` is resolved in this order: 1. **Default methods** — `getSource` / `getBytes` / `getText` / `exists` / `inspect` and the lazy `meta` property. Per-type definitions cannot override these (engine contract from gh#1889). 2. **Per-type `ref` table** — discovered through `asset.resolve(<typename>, "assetType")` + `require(<identity>.behavior)`. The lookup resolves to whichever `<typename>.assetType/` folder is currently registered for the typename (built-in, user, or library-vendored) and pulls its `ref` methods. 3. **Nil** — unknown key, same shape as the original C metatable. ## Adding methods for a new asset type Drop a `behavior.luau` into the type folder: ``` src/lua/lib/assetTypes/<typename>.assetType/ ├── type.yaml -- structural spec (existing) ├── behavior.luau -- ref + global behaviour (new) └── template/ -- placeholder body (existing) ``` `behavior.luau` returns: ```lua return { ref = { --!desc Per-instance method on every `<typename>` AssetRef. myMethod = function(self, ...) ... end, }, global = { -- Reserved for the asset.<typename>.* surface — not consumed -- yet; included so the contract from gh#1889 lands cleanly. }, } ``` Within `ref` methods, `self` is the AssetRef envelope: `self.path`, `self.identity`, `self.guid`, `self.type`, `self.name` are available. Engine-required fields (`guid`, `path`, `identity`, `type`) must not be redefined. ## Discovery and hot-reload Type discovery uses the asset registry, so it doesn't matter where a `<typename>.assetType/` folder lives — engine built-ins under `@builtin::assetTypes.<X>`, user types dropped under `/zero/source/<X>.assetType/`, or types vendored inside an imported library all resolve identically. The dispatcher walks `asset.resolve(<typename>, "assetType")` → canonical identity → `require <identity>.behavior` on every miss; the asset registry is the cache for the resolve half and Luau's `_LOADED` is the cache for the require half. Hot-reload is transparent. When a `<typename>.assetType/behavior.luau` is rewritten through VFS, the engine's `invalidate_require_cache_for_state` re-runs the module and mutates the cached `_LOADED[<identity>.behavior]` table in place. Dispatch reads `mod.ref` on every access (rather than caching a sub-pointer), so existing AssetRefs see the new methods on the very next access — no Rust-side hook into this module is needed, and no invalidation API is exposed for callers to call. The same registry-driven path also handles type **registration** correctness: dropping a new `<typename>.assetType/behavior.luau` updates the asset registry, the next `asset.resolve(<typename>, "assetType")` returns the new ref, and AssetRefs of that type immediately gain the new methods. ## Why Luau, not Rust The asset surface needed per-category behaviour (`material:getProperties()`, `bundle:instantiate(entityId)`, `tool:run(args)`) and the old shape couldn't grow without an FFI change per method. Owning the proxy in Luau means: - Type-specific methods ship as content (the `<typename>.assetType/` folder), not engine code. - Adding a new asset type drops in a new folder; no Rust rebuild. - Methods can call any other Luau global (`vfs`, `asset`, `Material`, `entity`, etc.) directly, instead of going through narrow FFI primitives. ## Consumers - `crates/zero_scripting/src/ffi/bindings/asset.rs::attach_asset_ref_metatable` — the Rust factory that pushes envelopes invokes `_G.__build_asset_ref_proxy` once per push. - Every Luau call site of `asset.resolve` / `asset.ref` / `entity(id).component.X.material` / any binding declared `AssetRef<...>` — they all receive envelopes built through this module.
▲ 0↑ born
·
assettype · born here
❒asset
# assetType (asset type) The `assetType` is the **type of types** — the meta-type that every `<typename>.assetType/` folder is an instance of, including itself. A `<typename>.assetType/` folder declares a new asset type called `<typename>`: its on-disk shape, its identity rule, and the structural contract instances of the type must satisfy. This type is self-hosting. `assetType.assetType/` conforms to its own schema — a `type.yaml` plus a `README.md` — so the type system is defined in terms of itself rather than a hidden engine special-case (the same way a C compiler is written in C). Every asset in the engine, including each `.assetType` definition, now resolves to a registered assetType: a `.material` resolves to `material.assetType`, and `material.assetType` resolves to `assetType.assetType`, which resolves to itself. ## Why it exists Assets used to be mapped to their type *implicitly*, by matching the folder suffix against a name-keyed registry. That match carried no stored link: nothing on a `Foo.material` recorded *which* `material.assetType` it was written against, so two worlds shipping a same-named type could silently disagree. Making `assetType` a real, resolvable asset closes that gap — the link from an asset to its type is now an explicit reference pinned in the asset's `.refs` sidecar (`via: "asset_type"`), exactly like every other dependency. ## Where it lives - Source: `/zero/source/.../<typename>.assetType/` - Identity: `<typename>` (the `.assetType` suffix strips from the identity; the folder retains the suffix on disk). - Folder shape: - `type.yaml` — the structural spec the validator reads. **Required.** - `README.md` — type-level documentation. **Required.** - `about.yaml` — three short plain-language texts saying what the type is for (see "Say what your type is for" below). Every built-in type ships one. - `behavior.luau` — optional behavior/scaffolding module. - `template/` — optional canonical placeholder body the templater copies into a new asset of the type. - `<name>.module/` — optional shared code the type ships to **every instance** of it, conventionally `shared.module/` (see below). ## Shared code its instances reach (`asset.containing` + `.modules`) A type ships code every instance of it uses by declaring the modules in its own `behavior.luau`, as a map of tracked `require`s: ```luau -- inside <typename>.assetType/behavior.luau M.modules = { shared = require(".shared") } -- the sibling shared.module/ ``` An instance reaches it with one location-independent line: ```luau -- inside any foo.<typename>/init.luau local api = asset.containing(__FILE__).modules.shared ``` `__FILE__` is the chunk's own VFS path; `asset.containing` resolves the calling asset, and `.modules.<name>` follows the instance's pinned `typeRef` (the type's **guid**, recorded in the instance's `.refs` as `via = "asset_type"`) to the module its type declares. Because resolution follows that link rather than a category name, the same line in an instance of a different type resolves to that type's module, and identically-named modules in two types never collide. `asset.typeRef(target)` reads that guid for any target; `asset.resolve(asset.typeRef(target))` gives the full `AssetRef<assetType>`. See `assetTypes/README.md` § "Shared code: type-owned modules" for the full mechanism. ## How to create one Authoring a new asset type is just creating a `<typename>.assetType/` folder under `/zero/source/`. The engine registers `<typename>` as a category **the moment the folder is written** — no engine restart, no Rust change, and it works for built-in (`@builtin/assetTypes/`) and user-defined types identically. Once `<typename>` is registered, `<name>.<typename>/` folders are recognised as assets of that type and resolve their `asset_type` link back to this definition. Creating a `<name>.<typename>/` folder *before* its `<typename>.assetType/` exists fails fast: the suffix has no registered type, so the folder can't be a valid asset. Author the type first. ## Say what your type is for (`about.yaml`) Every type carries a small `about.yaml` beside its `type.yaml`, and the README you write for the type documents how to author an asset of it. Both are required, and both are meant to be written as you make the type, while you know what it is for. `about.yaml` answers three questions in plain words, one key each: ```yaml intent: "Sets the typeface of the text in your game: UI, labels, signs and 3D lettering." function: "A font, from a TTF, OTF or WOFF file, made available to all of Zero's text, including 3D text." usage: "You choose it by name for your UI or your text, and the text appears in that typeface." ``` - **`intent`** is what the type is for in someone's game. Name the whole range of things it covers, in the words a game maker would use for them. - **`function`** is how it works today: what an asset of the type is made of and what the engine does with it. - **`usage`** is what a person or an agent does with one: how they pick it, place it, call it, or hand it to something else. A few habits keep it useful. Write about the type as a whole, so the text holds for every asset of it, and leave out any one asset's name. Say what the type does right now. Stay with words a game maker would say, and mention a file name or a call only where a game maker would know it. The limits are in bytes: `intent` 800, `function` 1500, `usage` 1200. Each is generous, and a few sentences usually say it. Why bother: agents working in a world read these three texts to learn what your type is for, so they reach for it when it fits and use it the way you meant. People searching find the type by what they want to make, and the three texts let them tell at a glance whether it is the one they need. `asset.create("assetType", name)` scaffolds the file with all three keys, and a README whose first paragraph is a `[[describe]]` note. Each value starts with `[[describe]]` followed by a note on what to write; replace the whole value with your own words. A value or a README line that still starts with `[[describe]]` counts as not written yet, which the push's check of each asset it carries against its type reports, naming the file. A type you leave as it was is not asked, so older types stand. Many types at once, or one you would rather not write by hand: `services describe` lists the types that lack these texts and what filling them costs, and `{ mode = "all" }` writes them into the same files, where you edit them like anything else you wrote. Where the texts show up: `asset.inspect("<typename>", "assetType")` returns them as `detail.about`, `assetTypeRef:getAbout()` returns them as a table with the keys `intent`, `function` and `usage`, the type's `types/<typename>` guide page ends with an "About this type" section holding them, and the Inspector's Type section lists them at the top. The guide page is this README plus that section, so a README that explains the type well and an `about.yaml` that says what it is for read well together. ## Ask your assets to say what they are A type can ask each of its assets to carry a description: a file, written by the author or generated, that says what that asset is and what it is for. The people and agents who find an asset read it to decide whether it fits, and the author knows what it is for at the moment of making it. **1. Declare the file with a `described` check.** This is the whole requirement: ```yaml files: required: - path: "README.md" # any file name works kind: "file" content: - { check: "described", message: "Say what this widget is for and where it goes." } ``` With that in place: - An asset whose file is missing, empty, or still has a line starting with `[[describe]]` does not meet the type's requirements. `asset.validate` names it, `zm status` and `world.publishBlockers()` list it, and a push that carries it is refused with `message`. - `services describe` finds it (`mode = "find"` lists it and the price) and can write the description for it (`mode = "all"`). It writes only this file. For a YAML file that holds several texts, name the keys and their limits in bytes, the way this type does for `about.yaml`: ```yaml content: - check: "described" keys: - { key: "intent", max_bytes: 800 } - { key: "usage", max_bytes: 1200 } message: "Write intent and usage." ``` `headings` names sections a Markdown file must have. `assetTypes/README.md` has the full check. **2. Optionally, steer what gets generated with a `describe:` block:** ```yaml describe: guidance: "Say what the widget shows, what input it reacts to, and where it fits in a UI." examples: - "<identity of an asset of this type whose description reads well>" ``` `guidance` says what a description of your type covers, and `examples` names assets whose descriptions show the shape you want. Without the block, generation still works from the general describing guide and the check's `message`. An example is an asset of your type in the library whose description is a true, written one, never a scaffold's placeholder, and never the asset being described. When the library has none, leave `examples` empty rather than name one that is not. A type whose assets the model cannot perceive (a sound it cannot hear, a motion it cannot see) says so in `guidance`: the description comes only from what the asset's own files state, such as its name and the `.metadata` where a generation service records the prompt that made it, and when they state nothing the model answers `cannot` with that reason. `services describe` then fails that one asset with the reason and leaves its file as it was. **3. Start the file unwritten in your template.** Put a heading and one line that starts with `[[describe]]` and a short note on what to write, in `template/<file>`, so a new asset starts unwritten rather than with text that only looks written. Do not put example content in it: every new asset carries the template verbatim, and the same text on many assets makes them impossible to tell apart in search. Types whose assets say what they are through their own content (a mesh, a texture, a sound) leave this out: declare nothing and nothing is asked. ## The `behavior.luau` contract `behavior.luau` is the type's code. It returns ONE table, and the keys below are the ones the framework reads off it for EVERY type — the surface you get by declaring them. Anything else on the table is your own: reachable by name through `require("@builtin::assetTypes.assetType.shared.ref").loadTypeModule("<typename>")` for a system that knows your type (`computeShader` publishes `dispatchKey` that way), and never called by the framework. ```luau local M = {} M.ref = { ... } -- methods on every AssetRef of this type M.modules = { ... } -- shared code the instances reach M.global = {} -- reserved key; ship the empty table function M.onCreate(name, opts) ... end return M ``` ### The tables | Key | Shape | What the engine does with it | |-----|-------|------------------------------| | `M.ref` | `{ [name] = function(self, ...) }` | Every function becomes a method on every `AssetRef` of this type: `ref:name(...)`, with `self` the ref. This is how a type gives its instances an API. Two names in here are contracted — see below. | | `M.modules` | `{ [name] = require(".sibling") }` | Shared code the type's instances reach through `asset.containing(__FILE__).modules.<name>`, resolved by the instance's pinned `typeRef` guid. See the section above. | | `M.refShapes` | `{ [method] = "TypeName" }` | Declares the result type of a `M.ref` method so the LSP can check what a call site does with it. See the `M.refShapes` section below. | | `M.events` | an events schema | The events an ASSET of this type fires, declared the way a component declares its own. Readers subscribe through `ref.events.<name>:connect(...)`; firing authority stays with the type. Keyed by the asset's guid, so every resolver of the same asset shares the signals and a re-resolved ref re-attaches to subscriptions already there. | | `M.namePattern` | a Lua pattern string | The name shape `asset.create` enforces for instances of this type, replacing the default `^[A-Za-z][A-Za-z0-9_]*$`. | | `M.global` | `{}` | Reserved. Ship the empty table. | ### The lifecycle hooks Each is optional; a type that omits one costs nothing. The engine calls them: | Hook | Signature | When it fires | |------|-----------|---------------| | `M.onCreate` | `(name, opts) -> { [filename] = contents }` | On `asset.create("<type>", name, opts)`. Returns the files that scaffold the new instance, as a map of relative path to contents; the framework writes them. The `opts` type annotation is the schema `asset.create` validates the caller's arguments against, so annotate it. | | `M.onReplace` | `(dest, files) -> { [filename] = contents }` | On an `asset.create` that writes over an asset already at `dest`, after `onCreate`. Receives the files `onCreate` produced and returns the files to write, so a type that re-derives its content (a rig re-imported from its source file) can carry what an author added to the asset it replaces. Optional. | | `M.onRegister` | `(self)` | Once per instance, the first time it registers: on `engine.onWorldLoaded` for instances already in the world, immediately on a live `asset.create`, and when an instance arrives after that sweep (installed, pulled, or synced from a peer). Guarded by the instance's path, so a double trigger never double-registers. An instance that leaves the runtime releases the guard, so one arriving at the same path again registers. This is what makes "write an asset into the world and it takes effect live" work for content that registers into a runtime registry. The `@builtin` library is excluded from the sweep. | | `M.onChange` | `(ref, change)` | On every VFS write to a file INSIDE one of this type's instances. `change` is `{ path, asset, type, kind, origin }`: `kind` is `"edited"` or `"seeded"`, `origin` is `"local"` or `"remote"` (an importer runs on the originator only). **Filter on `change.path`**: the hook fires for any file under the folder, so act on the one you care about. It runs as its own task and may wait on what it reads: a `vfs.read` of bytes only the blob store holds (a binary file on the web build) fetches them. The writes to one asset reach the hook in the order they were made, each once the hook before it has finished. A re-entrancy guard suppresses writes back into the same asset routed inline from the hook, and a write the hook makes is routed on a later frame like any other, so the hook must be convergent on its own: diff the meaningful state and short-circuit while your own regeneration is in flight. | | `M.onDelete` | `(ref)` | When an instance of this type leaves the runtime: it is deleted, or the engine swaps away from the world binding that held it. Its files are gone from `/zero/source` by then. A removal routed while the instance's `onChange` is waiting reaches `onDelete` once that hook, and every write queued behind it, has finished. On a swap the instance still exists in the world it belongs to, and a VFS write the hook makes reaches the world now bound. | | `M.validate` | `(assetRef) -> { { code, message, severity? } }` | On `asset.validate`, after the structural `type.yaml` check, for the type's own SEMANTIC validation. `severity` defaults to `"error"`; error-severity problems flip `ok` to false, warnings do not. A hook that raises or returns a non-table is itself reported as a `validate.hook_failed` error. `world.push` runs this per user asset, so declaring it enforces your type's rules at publish time with no further wiring. | ### The two contracted `M.ref` names Most `M.ref` methods are your type's own surface: name them what you like, return what you like. Two are read by the engine and mean the same thing for every type, so their shape is fixed: - **`instantiate(self, target?, opts?) -> (root, idMap)`** — makes an instance part of the scene. Defining it is the whole opt-in: `ref:canInstantiate()` is true exactly when it exists. Its **return is a contract** — see the next section. - **`inspect(self) -> detail`** — the type-specific half of `asset.inspect`. See its section below. ### Names a type cannot shadow Some keys resolve on every `AssetRef` before per-type dispatch, so an `M.ref` entry of the same name is never reached: `canInstantiate`, `getSource` / `getBytes` / `getText`, `exists`, `deps`, `meta`, `runtime`, `events`, `modules`, `typeRef`, and the residency flags `has_backing_asset`, `has_runtime_changes`, `cpu_resident`, `gpu_resident`. These are the behaviours every asset must expose identically, which is why they win. ### Reloading A `behavior.luau` edit ripples to existing refs with no restart: dispatch reads `mod.ref` fresh each time and `require`'s cache is re-run in place. A type whose folder appears at runtime is picked up on the next dispatch — negative results are not cached either. ## The names your type's assets hold (`references:`) An asset that names another asset by a string depends on it: the named asset travels with it into a pack or a pull, and a name nothing answers to is an unresolved dependency `worldValidation` reports and the push gate refuses. The engine reads `require(...)` and the asset lookups on its own; a name your type's format or API carries anywhere else is one you declare, in `type.yaml`: ```yaml references: # A top-level key of this type's own files that holds a name (or a table of them). keys: - { key: "shader", type: "shader" } # A call's argument, counting from 1, wherever the call is written. args: - { call: "g:node", position: 2, type: "procNode" } # A field of the options table a call takes. fields: - { call: "fx.beam", field: "material", type: "material" } ``` `type` is the category the name resolves in, one of `asset.categories()`. An argument declared once per category, at the same `call` and `position`, takes the name from whichever category answers. A key or a field holds one category: declared again with another `type`, it takes the later one. The block is declared as the type registers, when the library or the world holding it is laid into the VFS, so every reference table reads it whatever script has or has not run. `asset.declareReferenceKey`, `asset.declareReferenceArg` and `asset.declareReferenceField` declare the same things from a script, for a surface that is no type's. ## What search does with your type (`indexing:`) A type declares what search embeds for its instances. **This is not optional and there is no useful default**: ZeroMind runs your declaration and adds nothing of its own, so anything you do not point at is absent from the index — silently, and for every instance of the type forever. Twenty types once shipped with no `indexing:` block and every instance of them was unfindable. A type whose instances are never searchable (a run record, a log) says so with `indexing: none`; every other type declares a recipe. A type without an `about.yaml` beside its `type.yaml` refuses every push that carries it, whether or not the push edited the type. Texts in it that are not written yet follow the rule every `described` file follows: they refuse the push that edits, stages or commits the type. Two words carry the whole thing, and they are the same two the search tool exposes: - **`identity`** — what an instance IS. For anything you can look at, that is the picture (`content:` + `modality: image`, matched directly by a text query). For everything else it is the authored text that says what it is. - **`capability`** — what it DOES and how it is made. Code, settings, the model-written summary of them. A type with no behaviour has no `capability` entry. A type with nothing to look at has no image. Leaving a slot empty is a statement; filling it with whatever happens to be lying around is not. The one you have to decide when authoring a type is: *for an instance of this, what is the thing a person would recognise it by, and what is the thing it does?* A texture answers "the image" and "its compression settings". A module answers "its README" and "its code". Write those two answers into `indexing:` and the rest follows. Three specifics worth knowing before you write one: - **`derive` is instructed by this type's own `README.md`.** A model reads an instance's source and writes a description; what it embeds is the description, not the source. It follows your README to know what it is looking at, so a type whose README says what its instances are gets good derivations for free. There is no prompt to name. - **`derive` loses detail.** It keeps the main technique and drops secondary ones. If the source is code you want searchable by its own vocabulary, declare the same files a second time as `capability` with `extractor: verbatim`. Two entries, same role, different failure modes. - **Never `source: { field: name }`.** A filename is one or two words with no usable embedding, and a corpus indexed that way answers "language runtime" with `say_runtime_2.soundClip`. `facets:` is the second stage: a `file:` embedded whole (`.metadata`, so keys nobody declared still get indexed) plus computed keys that state a value for every instance including `false` — the raw file can imply "not rigged" and can never say it. The full schema, every extractor and the facet sources are in [`assetTypes/README.md`](../README.md); the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## A container whose contents work together (`system: true`) A type that is a container can say its contents are one working whole by declaring `system: true` at the top level of its `type.yaml`. `package` declares it: the components, modules, scenes and tools a package ships are parts of one system. The declaration is plain data, read from the decoded `type.yaml` (`require("@builtin::assetTypes.assetType.shared.declaration").of("package").system`), and a type that leaves it out is an ordinary type. ## What your type looks like (`preview:`) A type declares how its instances are pictured, and the engine makes the picture when something needs it: staging an instance whose `preview.png` is missing or pictures content it no longer holds queues a render, a view that shows the instance asks for one, and `ref:preview()` renders one on demand. An edit renders nothing on its own. Each `preview.png` records the content it pictured, which is how a stale one is told from a current one. The preview studio owns the light, the backdrop, the framing and the camera, and nothing in the world reaches it, so an instance pictures the same in every world. Declare one of four recipes: | `kind` | The picture is | Your type provides | |---|---|---| | `instantiate` | the asset stood in the studio through its own `instantiate` | `ref.instantiate` | | `image` | a file the instance holds, fitted to the frame, nothing rendered | `source.files`, the candidate files in order | | `surface` | the asset painted on a builtin mesh | `mesh`, and `ref.previewMaterial(self) -> { material }` | | `custom` | whatever `ref.preview(self, opts)` returns | `ref.preview` | ```yaml preview: kind: surface mesh: sphere ``` A scene-instantiable type that declares nothing still answers `ref:preview()` through its `instantiate`, but persists no picture: the declaration is what makes the engine keep one. List `preview.png` among the type's files so an instance may hold it. The picture is findable only when `indexing.content` names it. The two are separate statements, and neither is derived from the other: ```yaml indexing: content: - role: identity modality: image source: { file: "preview.png" } ``` `@builtin::assetTypes.assetType.shared.previewRecipe` reads the declaration; the scaffolded block with inline guidance is in [`template/type.yaml`](template/type.yaml). ## Typing a result from the instance (`M.refShapes`) Every method on `M.ref` is checked against the type its `--!return` names, and every asset of the type gets the same one. That is right for most methods and wrong for the ones whose result is shaped by the ASSET: a method answering one entry per child folder, per row of a config, per binding an input map declares. The widest true annotation for those is `{ [string]: Thing }`, and an indexer accepts every key — so a caller's typo reads as valid and nothing reports. `M.refShapes` lets the type state the result per instance. Each entry is `function(self) -> (typeExpression, source?)`: a Luau type expression for THIS asset, and the module whose type vocabulary the expression uses. Read the asset; never run it — stating a type must not take effect. ```lua -- inputMap.assetType/behavior.luau — the shipped example. -- `activate()` hands back one handle per control the map declares. M.refShapes = { activate = function(self): (string, string) local names = {} for _, control in ipairs(M.ref.controls(self)) do table.insert(names, control.name .. ": Handle") end if #names == 0 then return "", "" end return "{ " .. table.concat(names, ", ") .. " }", "@builtin::modules.zinput.scheme" end, } ``` With it, `map.jump:onPressed(fn)` resolves and `map.noexisting` is reported with the map's real controls. Without it, both pass silently. ### What the call site has to say A per-instance type is matched by the asset's IDENTITY, so it applies only where the reference the method is called on says WHICH asset. Two spellings do: ```lua -- a component field, whose declared default names the asset public = { map = Field.assetRef("inputMap", "@builtin::inputMaps.default", Sync) } local controls = public.map:activate() -- typed for THAT map -- an annotation, naming category and identity local m: AssetRef<"inputMap", "@builtin::inputMaps.default"> ``` `asset.resolve("<identity>", "<category>")` carries the CATEGORY, so the methods the category defines are checked on the result — but not which asset it found, so a per-instance result keeps the category's declared return. A reference that names no asset (`asset.resolve(someVariable)`, a value passed in as a parameter) carries neither, and calls on it are unchecked. That is the same rule everywhere: the checker states what the code states, and a name computed at runtime states nothing. ### The result is a value, not a binding The type belongs to the expression, so it travels the way any inferred type travels. Indexing the call's result is checked; stashing it in a module local and indexing it from another function is not, because the local's declared type is what carries across — and `any` (or no annotation) carries nothing: ```lua -- checked: `d.greting` is reported function awake() local d = public.dialogue:lines() d.greeting:say() end -- NOT checked: `lines` is a module local typed `any` local lines: any = nil function awake() lines = public.dialogue:lines() end function start() lines.greting:say() end ``` Bind what you need at the call site and the names stay checked in both places — the asset-derived type at the boundary, ordinary scoping after it: ```lua local lineGreeting = nil function awake() local d = public.dialogue:lines() lineGreeting = d.greeting -- `d.greting` is reported here end function start() lineGreeting:say() end ``` ### When nothing is reported and you expected something From a call site, a type that is correct and a type that was never published look the same: no diagnostic either way. `require("@builtin::assetTypes.assetType.shared.refShapes").published()` answers which it is. It returns two maps — the category surfaces, and the per-asset results keyed by identity and then by method: ```lua local shapes = require("@builtin::assetTypes.assetType.shared.refShapes").published() shapes.categories.dialogue --> "{ lines: () -> any, lineNames: () -> { string } }" shapes.returns.Shopkeeper.lines --> "{ browsing: Line, farewell: Line, greeting: Line, wares: Line }" ``` An identity absent from `returns` was never published for, which is a different thing from published-and-correct — and the reason to look here rather than at the call site. The answers are recomputed when an instance is written, so a control added to a map reaches the checker with no restart. Only types that declare `refShapes` are read per instance, and at most 64 assets of one type are — past that the type keeps its declared return and the engine log names what was dropped. ## The instantiate hook (`M.ref.instantiate`) — a contracted return A type opts into becoming part of the scene by defining `instantiate` on its `ref` table. That is the whole opt-in: `ref:canInstantiate()` is true exactly when the hook exists, so consumers offer a scene path — an `Asset.source` field, a viewport drop, a tool argument — by CAPABILITY rather than by a list of type names. Unlike `inspect`, this hook's **return is a contract**. A caller writes one piece of code against every instantiable type, so what comes back cannot vary by type: ```lua -- behavior.luau local Instantiable = require("@builtin::assetTypes.assetType.shared.instantiable") local M = {} M.ref = { instantiate = function(self, target, opts) local root = Instantiable.root(self, target, opts) -- IN: the base opts -- ... compose whatever this type is, under `root`, NOW ... return Instantiable.result(self, root, idMap) -- OUT: the contract end, } return M ``` **IN.** `target` is an owning entity ref: the instance lands under (or, for a hierarchy type, onto) that owner. With no target the type spawns a fresh root. `position`, `rotation`, `scale`, `name` and `temporary` mean the same for every type — `Instantiable.root` applies them to a root you mint, `Instantiable.place` to one you adopt, so you never re-read the spec. Honour more opts of your own if your type needs them, and document them in the hook's `--!arg` docs. **OUT.** Return `(root, idMap)` through `Instantiable.result`: - **`root`** — the composed root, as an `EntityRef`. Composition is **synchronous**: everything your type builds is live when you return, so the caller can parent to it and read its components in the same statement. Do not defer the work to a component's `awake` and return an empty shell — a root that is not live is refused. - **`idMap`** — the `originalId -> runtimeId` map naming what you spawned, or nil for a type with no addressable children (`result` normalises it to `{}`). **A caller never receives nil.** A component that re-composes your asset on every load keeps this map and passes it back in, which is how a cross-entity reference into the composition survives a reload. `AssetRef` runs every `instantiate` through `result` on the way out whether or not your type called it, so returning something else fails at your own call rather than handing a caller a nil root. Calling it yourself is still how you say what you return, and running it twice changes nothing. `@builtin::assetTypes.assetType.shared.instantiable`'s README is the full reference for both halves. ## The inspect hook (`M.ref.inspect`) `asset.inspect(ref)` resolves `ref`, builds a common envelope shared by every asset (`identity`, `name`, `guid`, `source`, `typeName`, `typeDefinitionPath`, `scope`, `origin`, `description`, `tags`), then calls the resolved type's own inspect hook — `M.ref.inspect(self)` on `behavior.luau` — for the type-specific `detail`. The hook returns *only* `detail`; the framework fills in everything else: ```lua -- behavior.luau local M = {} M.ref = { inspect = function(self) -- self.path is the asset's own folder. Parse the asset's OWN -- files — source text, a native payload header, its `.metadata` -- — never runtime state (a live component instance, a GPU -- upload, a compiled schema): inspect must work on an asset that -- hasn't been compiled, uploaded, or registered yet. return { -- type-specific fields, whatever this type wants to surface } end, } return M ``` A type that omits `M.ref.inspect` yields the generic record: the envelope alone, `detail = nil`. That's a valid, working state — not an error — but it means agents calling `asset.inspect` / `tools.use("assets","describe", ...)` on an instance of the type see only identity and scope, none of what makes an instance of it meaningful. Declaring the hook is what makes a type's instances inspectable for what they actually are. A hook that raises leaves `detail = nil` and sets `record.warning` to the error text — `asset.inspect` itself never raises for a resolved ref. ## Discovery - `asset.list("assetType")` — every registered asset type. - `asset.inspect("<typename>")` — the type's identity, source path, and this README, plus its `about.yaml` texts as `detail.about`. - `asset.resolve("<typename>", "assetType")` — the `<typename>.assetType` asset itself (used by the validator to find the type's `type.yaml`). ## Related - `assetTypes/README.md` — the full `type.yaml` schema and validator rules. - `@builtin::assetTypes.assetType.shared.instantiable` — the instantiation contract's shared implementation, both halves. - Every other `*.assetType/` here — the concrete types built on this meta-type. ## The Inspector a type ships Every type names the file its Inspector sections come from with `inspector: { type: "inspector.luau" }` in its type.yaml. `asset.create("assetType", name)` scaffolds the block and an `inspector.luau` whose Contents section lists an asset's files, built from `ctx.parts`. `asset.validate` on a type that names none reports `assetType.inspector_required` (an error for a `@builtin` type the engine's library authors; a warning for a world's own, and for one the library carries by reference, which the world that published it answers for), and one whose file does not load `assetType.inspector_invalid`. ## In the Inspector Type: what the type.yaml declares (suffix, container, primary files, the settings and inspector blocks), whether the type ships a behavior, how many instances it has, and **Open** for its files. Schema: the settings every instance carries, as read-only typed controls at their defaults (a type whose schema is per instance says where it is declared). Instances: a link to each of the first 20 assets of the type, and how many there are when there are more.
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# assetType runtime The machinery that reads a `<typename>.assetType/behavior.luau` and turns its declarations into live behaviour. A `behavior.luau` is a table of declarations — `ref` methods, `modules` shared code, an `events` schema, a `namePattern`, `refShapes`, and the `onCreate` / `onRegister` / `onChange` / `onDelete` / `validate` / `settingsDefaults` / `settingsCorrections` hooks. None of it runs itself. This is the code that runs it, and it lives here because reading a type's declarations is the **assetType type's own behaviour** — the same way `material.assetType` owns what a `.material` does. ## Sub-modules | Module | Reads | Responsibility | |---|---|---| | `ref.module` | `ref`, `modules` | Builds every `AssetRef` envelope, attaches the shared metatable, and dispatches per-type methods and shared modules onto it. Also owns edit-mode write-behind persistence. | | `create.module` | `onCreate`, `namePattern`, `validate` | Backs `asset.create`: resolves the type, checks the name against its pattern, runs `onCreate` (or clones `template/`), and writes the instance. `validate.module` beside it checks a creation `opts` table against the type's `createSchema`. Before running `onCreate`, resolves the type's settings chain (below) and hands the result to the hook as `opts.settings`. | | `settings.module` | `settings`, `settingsDefaults`, `settingsCorrections` | A type's declared settings schema and where its values live (`type.yaml`'s `settings:` block). `Settings.resolveForCreate` layers the schema's own defaults, the type's own `settingsDefaults(name, opts, asked)` hook (a DEFAULT the schema can't express — a name-derived convention, a fact read off a payload the caller handed it, a value following a field `asked` shows a higher layer naming; any later layer overrides it), the Preset Manager, an importer's settings, the caller's `settings` table, then the type's own `settingsCorrections(values, name, opts)` hook (a CROSS-FIELD CONSTRAINT the schema can't express, applied last over the fully merged values). A correction over a default/preset/importer value lands silently; a correction that would override what the caller's own `settings` table explicitly asked for refuses the creation instead, naming the field and why. Neither hook is ever handed a table to mutate; each returns what it wants changed (`settingsCorrections` may also return a `{ [field]: reason }` table for that refusal message). `Settings.cloneValues` deep-copies a values table — `create.module` hands `onCreate` a copy, never the table it stamps. `Settings.valuesOf` / `writeValues` read and write an asset's own values file. | | `typeYaml.module` | `type.yaml` | The folder a type lives in and its parsed `type.yaml`, decoded once per content version of the file. `settings.module` and `inspector.module` read their blocks through it. `about` / `aboutAt` read a type's `about.yaml` (`intent`, `function`, `usage`), leaving out any key that is empty or still starts with `[[describe]]`; `aboutRows` and `aboutMarkdown` lay the texts out for the Inspector and the `types/<name>` guide. | | `inspector.module` | `type.yaml`'s `inspector:` block | Which inspector a type declares for its assets (`inspector: { type: ... }` or `{ instance: ... }`), and the declaration that file returns — the sections it adds, the generic ones it replaces, and their order — or the problem that kept it from loading. | | `onRegister.module` | `onRegister` | Fires an instance's once-only registration hook — on arrival, on world load, and for `@builtin` library instances. | | `changeDispatch.module` | `onChange`, `onDelete`, `refShapes` | Routes a VFS source write or a folder delete to the enclosing typed asset's type hooks. | | `refShapes.module` | `refShapes`, `ref` | Publishes what every `AssetRef<category>` answers to, so a member read on an asset-typed value is checked against that category's real surface. | | `events.module` | `events` | The per-asset event runtime behind `ref.events`. | | `instantiable.module` | `ref.instantiate` | The instantiation contract an asset type opts into: `root` stands the root entity, `place` applies the base placement opts to one the type adopted, and `result` shapes the `(root, idMap)` every `instantiate` returns. Also registers the `sceneInstantiable` field-constraint validator. | | `declaration.module` | `type.yaml` | The type's decoded declaration, read once and held until a write inside an `.assetType` folder; what every question about a type as a whole reads. | | `previewRecipe.module` | `type.yaml` `preview:` | How an instance's `preview.png` is produced: which of the four recipes (`instantiate`, `image`, `surface`, `custom`) the type declares, and what that recipe needs. | ## Reaching it ```luau local rt = require("@builtin::assetTypes.assetType.shared") rt.ref.loadTypeBehavior("material") ``` Fields resolve lazily. The prelude requires the sub-modules directly, in dependency order (`ref`, then `changeDispatch`, `onRegister.install()`, `refShapes.install()`) — a table that required all six on load would take that ordering away from it.
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# luau_introspect (module) Parses Luau/asset source TEXT into structured declarations. Pure string/pattern parsing (`string.find` / `string.match` / `string.gmatch`) over the literal source — no compiling, no VM spawn, no runtime state, no engine FFI. Given source text, it extracts what is written in the file. This is the shared parser every per-assetType `M.ref.inspect` hook uses to turn a component/module/tool's own source into the structured record `asset.inspect` returns. ## Exports - `docstrings(src) -> DocMap` — scans `--!desc` / `--!arg` / `--!return` / `--!example` comment runs and binds each run to the name of the declaration on the next non-comment line (the identifier after `function`, `public:`, `local function`, or `M.`). - `publicFields(src) -> { FieldEntry }` — parses `public = { name = Field.<kind>(default, mode), ... }` table-literal entries and module-scope `public.<name> = Field.<kind>(...)` assignments. - `events(src) -> { EventEntry }` — parses `events = { name = Event(payloadSchema?, syncMode?), ... }` table-literal entries. - `methods(src) -> { MethodEntry }` — parses `function public:<name>(...)` / `typed function public:<name>(...)` declarations (params + optional return type). - `lifecycleHooks(src, catalog) -> { string }` — top-level `function <name>(` declarations whose name is in the caller-supplied `catalog` array. - `moduleExports(src) -> { ExportEntry }` — parses `M.<name> = function` assignments, `function M.<name>(...)` declarations, and a trailing `return { foo = foo, ... }` export table. - `forSource(src, computeFn) -> any` — memoises `computeFn(src)` keyed on `src` itself in a module-local table. The same source text returns the cached result without re-running `computeFn`; different source text recomputes. Keyed on the source content (not an asset checksum) because composite/container assets (component folders, scene folders, etc.) all hash to the empty-string checksum — a checksum-keyed cache collapses every such asset's detail onto whichever one was inspected first. ## Usage ```luau local Introspect = require("modules.luau_introspect") local src = self:getInitScript() local detail = Introspect.forSource(src, function(s) return { fields = Introspect.publicFields(s), events = Introspect.events(s), methods = Introspect.methods(s), hooks = Introspect.lifecycleHooks(s, lifecycleCatalog), } end) ``` ## Notes - Every function is a pure string→table transform: same source text in, same structured table out, every time. No reads of live component state, no entity/world queries. - Structural scanning runs over a comment- and string-aware **mask** of the source (a same-length copy where comment bodies and string-literal contents are blanked to spaces, delimiters and newlines preserved). Pattern matches and brace/paren balancing run on the mask — so a brace, `Field.`, `Event(`, or a whole entry that appears inside a comment or a string literal never registers — while captured values are sliced from the original source at the same (aligned) indices. This makes the parser robust to apostrophes in comments, commented-out entries, string defaults containing `}` / `Field.` / `Event(`, and `[[ ]]` long strings. - `default` / `category` are raw trimmed source-text slices (with any trailing comment stripped), not evaluated values. - For a **ref constructor** (`Field.assetRef` / `dataRef` / `resource` / `componentRef`) the FIRST positional argument is the category / contract / componentType selector, captured under `category`; the SECOND argument is captured under `default`. - For every **other** Field kind the first argument is the `default` and `category` is nil. - A trailing `Sync` / `NoSync` identifier is captured as `sync`, tolerating a trailing comma or a trailing comment after the last argument. - Field/Event entries whose key is a computed or indirect expression (`[expr] = Field.number(...)`) are omitted — only literal identifier keys are recognised. - `methods` captures a `...` variadic parameter (as `name = "..."`), with its `: <type>` annotation when present. - A `--!desc` written above a field/event declaration (`<name> = Field.<kind>(...)` / `<name> = Event(...)`) or a `public.<name> =` assignment binds to that name in `docstrings`, and is folded into the corresponding `publicFields` / `events` entry's `desc`. - `lifecycleHooks` never hardcodes the lifecycle-callback catalog; the caller passes the list of names to match against. - `forSource`'s memo is bounded (oldest-key eviction) so a long session touching many distinct asset versions can't grow it without limit.
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# yaml.module YAML decode + encode for authored engine content. Pure Luau, no engine dependencies — a general parsing library, not data-system plumbing. ```luau local Yaml = require("@builtin::modules.yaml") local doc = Yaml.decode(vfs.read(path)) vfs.write(path, Yaml.encode(doc)) ``` ## Supported subset - Block mappings (`key: value`) and block sequences (`- item`), nested to any depth. - Compact sequence-of-mapping entries (`- path: x` / ` kind: y`). - Flow collections — `{ a: 1, b: 2 }` and `[1, 2, 3]` — single line. - Plain scalars with type inference: `~` / `null` → nil, `true` / `false` → boolean, numeric literals → number, everything else → string. - Single- and double-quoted strings (`''` escapes a literal quote inside a single-quoted string; `\n` `\t` `\r` `\\` `\"` inside a double-quoted one). A quote opens a quoted scalar where a scalar begins — after `key:`, after a `- ` entry marker, or inside a flow collection — so a plain scalar carries an apostrophe as data (`note: the world's rules`). Quoted keys are read in flow mappings. - `#` comments — honored outside quotes, so a `#` inside a quoted string is kept as data. - Literal (`|`) and folded (`>`) block scalars — the bare indicators only. A block scalar's content is literal text: quotes (balanced or not), `#`, `key: value` and `---` inside it are data. - An optional leading `---` document marker. ## Loud-error contract Constructs outside the subset above raise instead of misparsing: anchors/aliases (`&`, `*`), tags (`!`), directives (`%`), multi-document streams (a second `---`), block-scalar chomping/indentation indicators (`|-`, `|+`, `>-`, `|2`, ...), tab indentation, and inconsistent indentation (both block structure and block-scalar bodies). Every error carries the offending line number (`yaml: line N: ...`), so a bad config points straight at the line to fix. Tab indentation is rejected everywhere — including block-scalar body lines whose leading whitespace contains a tab. A tab after the first non-space character of a line is content and passes through. ## API - `Yaml.decode(text: string): any` — decode a YAML document into a Luau value (table, scalar, or nil for an empty document). Raises on malformed input or an unsupported construct. - `Yaml.decodeWithComments(text: string): (any, boolean)` — decode as `decode` does, and report whether the text carries a comment by the decoder's own rule: a `#` at a line's start or after whitespace, outside a quoted scalar and outside a block scalar. Re-encoding the value drops such comments, so an editor that writes a document back reads this first. - `Yaml.encode(value: table): string` — encode a Luau table as YAML (block style, two-space indent, alphabetically sorted keys). Raises on values YAML can't represent (functions, userdata, non-string mapping keys). A top-level empty table encodes to an empty document, which decodes back to `nil` (the YAML empty-document ambiguity).
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# json JSON encode/decode library for Luau. Encodes Lua values to JSON strings and decodes JSON strings back to Lua values. Used for communication with the Rust side of the engine, the VFS read/write bridge, and any wire-format that needs JSON. Pure Luau, no engine dependencies. Compact and pretty-printed encoders, plus a hand-rolled decoder that streams the input by position so it works under WASM as well as native. ## Exports - `Json.encode(value: any, indent?: string, currentIndent?: string) -> string` — compact encode. Functions / unknown types and NaN/Inf encode as `null`. - `Json.encodePretty(value: any, indentStr?: string) -> string` — pretty-printed encode with sorted object keys (diff-friendly). - `Json.encodeArgs(...: any) -> string` — encode varargs as a JSON array. - `Json.decode(str: string) -> any` — decode a JSON string. Returns the decoded value, or `nil` + error message on failure. ## Usage ```luau local Json = require("@builtin::modules.json") local widget = { type = "button", text = "Click Me" } local compact = Json.encode(widget) -- '{"text":"Click Me","type":"button"}' local pretty = Json.encodePretty(widget, " ") local decoded = Json.decode(compact) local v, err = Json.decode("oops") -- v = nil, err = error message ``` ## Notes - Object keys are sorted alphabetically in both encoders for consistent output across runs. - Numeric keys on objects are stringified at encode time (JSON has no numeric keys). Pure-integer key sets get detected as arrays via `isArray` and encoded with brackets. - NaN, +Inf, -Inf encode as `null` — JSON has no representation. Round trips through `decode` recover `null` (Lua `nil`), so they don't preserve. - Unicode `\uXXXX` escapes decode to UTF-8 by hand to stay WASM-safe. Only the BMP is covered; supplementary planes via surrogate pairs are not. - Functions encode as `null`. - Decode is character-streamed — no regex, no `string.match` patterns on the whole input — so the line-and-column information needs to be reconstructed from the position offset.
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backing path · modules/api/engine/compute.module

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