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asset⌬ modulemoduleprimary: init.luau·part ofmodule proc.module·originates fromworld 07158574-5…

fieldc

A Field is a per-element expression. `fieldc` holds what a Field is made of and how it runs: a chain of templates over a position leaf, an element number, column reads and numbers is written as one WGSL function and runs as ONE dispatch of `kernels/map`, wherever it is consumed.…

by◐lumi·posted 4d ago
What it does

fieldc

A Field is a per-element expression. fieldc holds what a Field is made of and how it runs: a chain of templates over a position leaf, an element number, column reads and numbers is written as one WGSL function and runs as ONE dispatch of kernels/map, wherever it is consumed. Nothing dispatches per operator.

Where a Field is evaluated

local column = fieldc.evaluate(field, domain, opts)

The one entry point a consumer of a Field calls (a kernel's input, an attribute write, an output): device.kernel for a Field bound to a column input, attribute.write for a Field value, and every other node that needs a Column.

  • field: a Field, a Column, a BufferRef (a device column handed through cpu.call), a number or a vector record.
  • domain: a number of elements, or a Geometry (its opts.class elements, points by default), whose attributes the leaves reading the evaluation domain bind.
  • opts: { class, count, type, clock, where, label }. type = "Int" writes i32 words (a Field tagged Int does so by default). clock is { time, frame, fps, duration }: animated values are first sampled there. where names the caller in a refusal.
  • Answers a Column of the domain's count. Raises, naming what refused, when the chain cannot be written as a function.

A chain holding an animated value or a live run answers a live column. fieldc.liveRuns finds it and fieldc.tick(runs, clock) rewrites it each frame: the animated values are sampled at the clock and written into the numbers the dispatch reads, and the dispatch runs again into the same run. An animated input therefore changes the result every frame without a cook.

Fields the nodes make

ConstructModuleAnswers
fieldc.field(v)fieldcany socket value as a Field: Field, Column, BufferRef, number, vector, animated value
operators.apply(name, ...)fieldc.operatorsmath.*: the plain result over numbers and vectors, a Field over a run or a Field
fieldc.element(name, class?, width?)fieldcwhat g.element stands for: "id", "P", or a column of the domain (g.element.point.N is element("N", "point"))
leaves.elementId()fieldc.leavesthe element number, an Int Field (g.element.id)
fieldc.positionfieldcthe position leaf p (g.element.P)
leaves.context(class, name, width?)fieldc.leavesan attribute of the evaluation domain
leaves.rand(seed, scope, id)fieldc.leavesthe unit draw, equal to hash.unitFloat to the bit
leaves.call(fn, args)fieldc.leavesa function of a prelude shader module of kernels/
leaves.gather(column, index)fieldc.leavesa run read at computed elements
leaves.substitute(field, position)fieldc.leavesthe chain read at another point (fieldc.withPosition)
leaves.index(domain)fieldc.leavesan Int column of 0 to n - 1

A Field made by these answers f.x, f.y, f.z, f.w as the Field of that component. Components are Fields, so the Field of a vector is built from them with operators.vec2, operators.vec3 or operators.vec4; Luau's vector.create takes numbers.

How the leaves reach the kernel

A chain's leaves are columns. kernels/map states every leaf's shape in its cols table and reads up to as many leaves as one dispatch has storage buffers for (compute_abi.directLimit: 8 per stage on every target, less the table, the numbers and the output, so 5 for map) straight from the buffer of the leaf's own run, at no cost beyond the binding. A chain of up to 5 leaf columns is the one dispatch of map and nothing else. Leaves past those are copied into the table, one copy dispatch each.

fieldc.bindSpec(spec, { direct }) makes the table; direct is the list of leaf slots read from their own runs (compute_abi.directPlan(columns, limit)), and the variant is made with the same list: program:variant({ specialize = ..., direct = { cols = direct } }). Without direct every leaf is copied into the table.

fieldc.operators folds numbers: every operand a number or vector gives a number or vector. A narrower operand widens to the widest (a number applies to every component, a shorter vector reads 0 where it has none). Division and remainder by 0, the square root and the logarithm of a value at or below 0 answer 0.

The walk step contract (for kernels/walk)

A walk kernel takes its per-walker function as a Field spec, the way kernels/map takes TEMPLATE.

local spec = fieldc.walkSpec(step, { width = 2, count = walkers, done = stop })
-- a state of 8 floats: lanes 0 to 3 in `step`, lanes 4 to 7 in `high`
local wide = fieldc.walkSpec(low, { width = 8, count = walkers, high = high })
local bound = fieldc.bindSpec(spec)
-- specialize = spec.specialize; bind cols = bound.cols:buffer(), u = bound.u
  • width: floats per state, 1 to 8. step is the next state's lanes 0 to 3, a Field of min(width, 4) components; above 4, opts.high is the Field of the width - 4 components of lanes 4 to 7.
  • The state is read through fieldc.walkState(count, first?): count (1 to 4) lanes from lane first (default 0), all inside lanes 0 to 3 or all inside lanes 4 to 7. A state of 8 floats is read as two leaves, walkState(4, 0) and walkState(4, 4). The nodes field.walk_state({ count, first }) and field.walk_index() are these leaves in a graph.
  • step and high are written over the state leaves, fieldc.walkIndex() (the step number k, from 0), leaves.elementId() (the walker's number), Column reads (one value per walker, or a gather at a computed index) and numbers.
  • opts.done: an optional Field<Float> over the same leaves; the walker stops before step k when it is not 0.
  • spec.specialize is a table of the specialization values the walk kernel takes, ready to hand to device.kernel / program:variant as its specialize value: WALK_STEP (zero_walk_chain_step(s, s_hi, k, id)), WALK_STEP_HI (zero_walk_chain_step_hi(s, s_hi, k, id), or s_hi when width is 4 or less), WALK_DONE (zero_walk_chain_done(s, s_hi, k, id), or false when there is no done) and WALK_PRELUDE, the module-scope WGSL that defines those functions, preceded by the preludes the chain calls. Lanes 0 to width - 1 of s (lanes 0 to 3) and s_hi (lanes 4 to 7) are the state.
  • The functions read its leaves through a cols columns binding (cols_f32(slot, i, 0u), cols_vec3(slot, i), cols_i32 for Int runs) and its numbers through u_get(k): the kernel declares those two bindings exactly as kernels/map does. fieldc.bindSpec(spec) answers the table (cols) and the numbers buffer (u) to bind; release() lets both go.
  • A read past a run's end reads its last element.

Other entry points

fieldc.mapSpec(chain, count, domain, { position }) writes a chain as one function for kernels/map and fieldc.runMap(spec) runs it. fieldc.compile / fieldc.column write the same chain as a kernel of its own; they stay for the consumers that bind buffers directly.

Interface

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

conforms to

zero/source-extract/v2

proc.fieldc — a field chain, compiled to ONE compute dispatch. A field is a function of an element: `field.math` over `field.swizzle` over `field.position` answers one point at a time, so reading a run of them walks the whole chain once per element in Luau. That walk is what a graph spends its frame on, and it is what this module removes. A chain describes ARITHMETIC over a domain, and arithmetic over a domain is a dispatch. A field op that can say what it computes carries an `_expr` record beside the sampling closure it already had: { wgsl = "sin(%1)", stride = 1, args = { <field> } } an operation { column = <Column>, stride = 3 } a run already on a buffer { gather = { column, index }, stride = 3 } a run read at a computed element { literal = { 1, 0, 0 }, stride = 3 } the same value everywhere { live = <animated>, values = { 0.5 }, stride = 1 } an animated value (`M.live`) { bind = { probe, to, body }, stride = 1 } `body` read where `probe` is `to` (`M.bind`) `M.compile` walks that tree once and emits one WGSL kernel whose bindings are the leaf runs. The closure stays on every field, so a chain holding one op that declares no expression still evaluates exactly as it did: the compiler answers nil and the caller walks it. A template writes the width it wants. An op knows the stride of each operand it was handed, so it is the op that writes `%1 + vec3<f32>(%2)` when a scalar meets a vector — the compiler substitutes and does not reason about width. Every run binds as `array<f32>` and is indexed by an explicit stride. A `vec3<f32>` in a WGSL storage array is 16-byte aligned and a substrate vec3 column is 12 bytes an element, so a typed binding would read every element but the first from the wrong offset — silently, with plausible numbers.

components(v: any) →

The components of a plain value: a number is one, a record answers x, y, z, w in that order, and an array answers its elements.

argtypedescription
vanyA number, a `{ x, y, z, w }` record or an array of numbers.

examples

fieldc.components({ x = 1, y = 2, z = 3 }) --> { 1, 2, 3 }

live(ref: any, values: { number }) → any

An animated value as a field: the same value at every element, which a compiled chain reads from its params run rather than from its source. So a chain the value reaches compiles once, and a new time is one write of the value where the chain reads it and one dispatch — `M.tick` — rather than a cook of the graph. Sampled on the CPU it answers the value it held when it was made, and says so to `proc.substrate.liveReads`: whatever took that sample holds a value a rewrite cannot reach.

argtypedescription
refanyThe animated value (`proc.anim.keys` / `proc.anim.expr`).
values{ number }Its components at the time the field stands for.

examples

local phase = fieldc.live(proc.anim.expr("t * 2"), { 0.5 })

__index(self: any, key: any) → void

argtypedescription
selfany
keyany

withMembers(field: any) → any

Let a Field be read by member: `f.x`, `f.y`, `f.z` and `f.w` answer the Field of that component. The Fields the math and field nodes make carry it.

argtypedescription
fieldanyA Field.

examples

local x = fieldc.withMembers(field).x

exprOf(v: any) → any

Whether `v` carries an expression the compiler can read.

argtypedescription
vany

strideOf(v: any) → number

The stride of a value arriving on a socket, whether it is a field, a column or a plain number — what an op needs to write a template of the right width.

argtypedescription
vanyA field, a column, a number or a component table.

examples

fieldc.strideOf(pos) --> 3

op(field: any, wgsl: string, stride: number, args: { any }, prelude: (string | { string }) →

Declare what a field computes, so a chain containing it compiles to a dispatch instead of being walked per element. `wgsl` is one expression with `%1`, `%2`, ... standing for its operands. one string, or several, each emitted once however many ops share it.

argtypedescription
fieldanyThe field to annotate.
wgslstringThe expression template.
stridenumberHow many components the expression yields.
args{ any }The operand fields, in the order the template numbers them.
prelude(string | { string }WGSL the template calls into, emitted once ahead of the kernel:

examples

fieldc.op(f, "sin(%1)", 1, { phase })

leaf(field: any, column: any) → any

Declare a field to BE a column — the run itself, already on a buffer. A dispatch binds GPU storage, so a column the CPU holds is mirrored there once and the mirror is what a compiled chain reads. The mirror is kept on the column, so a run that does not change is uploaded once however many frames read it.

argtypedescription
fieldanyThe field to annotate.
columnanyA substrate Column.

examples

fieldc.leaf(f, geometry:column("point", "P"))

elementCount(field: any) → number

How many elements a Field stands for: the length of the longest run its chain reads (a column leaf, or the index of a gather). A column of one element is a constant and sets no length.

argtypedescription
fieldanyA Field.

examples

fieldc.elementCount(density * 2.0) --> 4096

walk(v: any) → void

argtypedescription
vany

readsOnlyCounts(field: any) →

Whether a Field is made only of counts (Columns that hold a count on the device) and constants: arithmetic over a count (`prims.count - 2`, `n * 3`). Such a Field stands for one number; a Field that reads any other run, an element number or a draw does not. and whether it reads such a column that is no count (a total: its value is not bounded by a capacity).

argtypedescription
fieldanyAny value.

examples

fieldc.readsOnlyCounts(geometry.point.count - 2)

leaf(column: any) → boolean

argtypedescription
columnany

walk(v: any) → boolean

argtypedescription
vany

boundedByCapacity(field: any) → boolean

Whether the Field made of counts and constants (`readsOnlyCounts`) can only grow when a count grows, so that the value it has with every count at its capacity bounds the value it has with the live counts. Sums, and products of non-negative terms, hold; a count taken away from something (`total - 2 * count`) does not.

argtypedescription
fieldanyA Field for which `readsOnlyCounts` holds.

examples

fieldc.boundedByCapacity(geometry.point.count * 3) --> true

mono(v: any, depth: number) → void

Answers (sound, never negative, reads a count).

argtypedescription
vany
depthnumber

evaluateCount(field: any) → any

The count a Field made only of counts and constants stands for, as a one-word count Column on the device: the Field evaluated over one element as Int.

argtypedescription
fieldanyA Field for which `readsOnlyCounts` holds.

examples

local counter = fieldc.evaluateCount(geometry.point.count * 3)

gather(field: any, column: any, index: any) → any

Declare a field to read `column` at the element `index` names, rather than at the element being written: a lookup into a run, such as the cell of a grid a point falls in. An index past either end reads the nearest end.

argtypedescription
fieldanyThe field to annotate.
columnanyThe run read.
indexanyA Field<Float> of element indices, counted from 0.

examples

fieldc.gather(Field.fn("Float", 1, cpu), density, cellIndex)

context(field: any, class: string, name: string) → any

Declare a field to read attribute `name` of class `class` off the domain it is evaluated over. A chain holding one binds that domain's column, which the consumer compiling it supplies.

argtypedescription
fieldanyThe field to annotate (a `Field.context`).
classstringThe attribute class.
namestringThe attribute's name.

examples

fieldc.context(Field.context("Vec3", 3, "point", "P"), "point", "P")

element(name: string, class: string?, width: number?) → any

The Field a `g.element` read stands for: the element a Field evaluates over. `element("id")` is the element number, `element("P")` the position leaf, and `element(name, class)` a column of the domain the chain is evaluated over (`g.element.point.N` is `element("N", "point")`).

argtypedescription
namestring`"id"`, `"P"` or the name of a column of the domain.
classstring?The attribute class (`point`, `vertex`, `primitive`, `edge`, `detail`) of a column, nil for `id` and `P`.
widthnumber?Components of the column when it is not the layout's own (`P`, `N`, `v`: 3, `uv`: 2, else 1).

examples

local N = fieldc.element("N", "point")

literal(field: any, values: { number }) → any

Declare a field to be the same value at every element.

argtypedescription
fieldanyThe field to annotate.
values{ number }Its components.

examples

fieldc.literal(f, { 0, 1, 0 })

bind(field: any, probe: any, to: any, body: any) → any

Declare a field to be `body` read where the field `probe` stands for `to`: every reference to `probe` inside `body` compiles as `to`. A chain written once over a point, such as noise over the point a shape is evaluated at, is then read at whatever points the consumer supplies. A bind inside another's body rebinds `probe` for its own body alone. A leaf in `body` that reads a run (a Column, an attribute of the evaluation domain) is read at the element being evaluated, whatever point `body` is read at. A Luau function of an element in `body` refuses the compile.

argtypedescription
fieldanyThe field to annotate.
probeanyThe field `body` reads the point through.
toanyThe Field<Vec3> it stands for.
bodyanyThe chain over `probe`.

examples

fieldc.bind(Field.fn("Float", 1, cpu), probe, positions, noise)

withPosition(field: any, position: any) → any

A field that is the same chain read at another point: every reference to the position leaf `p` inside `field` stands for `position`. A node composing an SDF with a warp passes the warped point here, and the chain stays one dispatch.

argtypedescription
fieldanyThe chain over the position leaf.
positionanyThe Field<Vec3> the leaf stands for.

examples

local warped = fieldc.withPosition(distance, twisted)

outer(i: number) → void

The point is read in the context the new field sits in, so a warp that itself reads `p` reads the outer point.

argtypedescription
inumber

template(spec: { [string]: any }) → any

A field that is a WGSL template over the position leaf `p`, the element index `id`, and its operands: the template text is the device form, `cpu` the CPU form. and may name `p` and `id`. `cpu(id, px, py, pz, ...)` receives the position and every component of every operand, in order, and answers `stride` numbers.

argtypedescription
spec{ [string]: any }`{ wgsl, stride, cpu, args?, prelude? }`. `wgsl` names operands `%1` ...

examples

fieldc.template({ wgsl = "length(p) - %1", stride = 1, args = { r }, cpu = function(_, x, y, z, r) return math.sqrt(x*x + y*y + z*z) - r end })

neighbour(column: any, offset: number) → any

A field reading `column` at the element `offset` away from the one written, held to the run's ends: a neighbour read.

argtypedescription
columnanyA substrate Column.
offsetnumberElements away, negative for earlier ones.

examples

fieldc.neighbour(heights, 1)

lanes(self: any) → number return self

argtypedescription
selfany

count(self: any) → number return self

argtypedescription
selfany

type(self: any) → string return self

argtypedescription
selfany

bufferName(self: any) → string return self

argtypedescription
selfany

element(self: any) → string return self

argtypedescription
selfany

gpuMirror(self: any) → any return self end

argtypedescription
selfany

live(_self: any) → any

argtypedescription
_selfany

clone(self: any) → any return self end

argtypedescription
selfany

release(_self: any) → void

argtypedescription
_selfany

isField(v: any) → boolean

Whether `v` is a Field: a value that answers `sample` and `stride`, or one carrying a compiled expression.

argtypedescription
vanyAny value.

examples

fieldc.isField(value)

field(v: any) → any

Any value a socket carries as a Field. A Field passes through; a Column or a device buffer reference becomes a Field reading that run; a number, a vector record or an array becomes the same value at every element; an animated value becomes a live field.

argtypedescription
vanyA Field, Column, BufferRef, number, vector or animated value.

examples

local f = fieldc.field(positions)

fieldOf(v: any) → any

argtypedescription
vany

f32(n: number) → string

A WGSL float literal that is always a float: `1` is an i32 there and `1.0` is an f32, and an expression mixing them does not compile.

argtypedescription
nnumber

typeOf(stride: number) → string

The WGSL type of a value of `stride` components.

argtypedescription
stridenumber

param(n: number) → string

argtypedescription
nnumber

f32(n: number) → string

A number as an f32 an op folds into its own template — a param rather than an operand. It reaches the kernel as a value the dispatch binds, not as text in the source, so a chain whose numbers change from cook to cook is still compiled once.

argtypedescription
nnumberThe number. A value WGSL has no f32 for (a NaN or an infinity) folds as 0.

examples

fieldc.f32(1)

typeOf(stride: number) → string

The WGSL type name for a value of `stride` components, so an op writing a template can name the width it is widening to.

argtypedescription
stridenumberA component count.

examples

fieldc.typeOf(3) --> "vec3<f32>"

readBinding(name: string, stride: number, at: string?, base: string?) → string

Read element `at` of a binding as a value of `stride` components, indexed explicitly so a tightly-packed run reads where its elements actually are. `base` is the word the run starts at inside its buffer, for a run that is a range of a buffer other runs share.

argtypedescription
namestring
stridenumber
atstring?
basestring?

fnvHex(text: string) → string

argtypedescription
textstring

intern(text: string) → number

argtypedescription
textstring

elementOfRun(run: any) → string

The 32-bit word form a leaf run holds its elements in: "f32", "i32" or "u32".

argtypedescription
runany

walkToken(index: number) → string

Where a chain's number stands in its text, by the order the walk met it.

argtypedescription
indexnumber

mapRead(name: string, stride: number, at: string, element: string?) → string

A run read where the kernel is `kernels/map`: its leaves are the slots of the `cols` table, in leaf order.

argtypedescription
namestring
stridenumber
atstring
elementstring?

numbers(first: number, stride: number) → string

argtypedescription
firstnumber
stridenumber

textOfNode(index: number) → string

argtypedescription
indexnumber

textOf(index: number) → void

argtypedescription
indexnumber

emit(index: number, header: string, finish: (string) → void

A walk step: the two functions the walk kernel calls, each its own body over the shared leaves and numbers.

argtypedescription
indexnumber
headerstring
finish(string

lanesOf(count: number) → void

argtypedescription
countnumber

compile(root: any, count: number, domain: any?, opts: { always: boolean?, position: any?, map: string? }?) → any

Compile a field chain into one WGSL kernel over `count` elements. Answers nil when any node in the chain declares no expression, when a literal in it has no WGSL form, or when the chain reaches no buffer at all — the chain is then the CPU's to walk, and nothing is compiled. `opts.always` compiles a chain of constants too, for a caller that runs the kernel where it has no constant column to use instead — a solver evaluating its forces at every step. domain it is evaluated over binds this one's columns.

argtypedescription
rootanyThe field at the end of the chain.
countnumberHow many elements the dispatch covers.
domainany?The geometry the chain is evaluated over: a field reading the
opts{ always: boolean?, position: any?, map: string? }?Optional `{ always }`.

examples

local kernel = proc.fieldc.compile(displaced, 5041)

refuse(why: string) → void

argtypedescription
whystring

visit(field: any) → void

argtypedescription
fieldany

visitNode(field: any) → void

argtypedescription
fieldany

bindRun(column: any) → void

A dispatch binds GPU storage. A run the CPU holds is not something this can read, and the refusal has to happen HERE, where the caller still falls back and walks the chain: a dispatch reports only that it was queued, so a chain compiled against a CPU run comes back "successful" with a column nothing ever wrote, and a graph of zeros is what reaches the scene.

argtypedescription
columnany

baseOf(run: any) → number

The word a run starts at inside its buffer, for a run that is a range of one: a number of the chain, so chains over ranges at different places are one kernel.

argtypedescription
runany

kernelName(source: string) → string

The identity a kernel is dispatched by, derived from its source, so two chains that compute the same thing are one kernel.

argtypedescription
sourcestring

bindingList(kernel: any) → void

The declared bindings, as the compile call takes them: every run the chain reads, then the run it writes.

argtypedescription
kernelany

ensure(kernel: any) → string

Compile a chain's kernel, or answer the name of the one already built for that source. The first cook of a chain compiles; every later one is a lookup of a program the device still holds. A kernel the engine let go of since (a test suite's floor reclaim, a program destroyed by name) is compiled again under the same name.

argtypedescription
kernelanyA value from `M.compile`.

examples

local name = proc.fieldc.ensure(kernel)

bindingNames(kernel: any, dst: any) → void

The buffer names a dispatch of `kernel` into `dst` binds, in binding order: every run the chain reads, then the run it writes. BY NAME. A dispatch resolves its resources by the name each buffer was created under; a handle reaches the device as nothing and the dispatch is refused for having no resources, which reads as a broken kernel rather than a buffer it could not find. And a name is not a read: binding a live run takes nothing from it that its next rewrite leaves behind.

argtypedescription
kernelany
dstany

bind(column: any, role: string) → void

argtypedescription
columnany
rolestring

holdToClean(name: string) → void

Queue program `name` over `buffers` for `count` elements. A dispatch answers that it was QUEUED. The device decides later, and a refusal there leaves the target exactly as it was — which for a fresh column is zeros, and for a graph is a frame of nothing that still reports success. So what the device made of the LAST one is read before this one is queued: the first bad dispatch is caught on the next cook rather than never, and a chain that cannot run says so instead of producing zeros. Reading that costs a call into the engine, and a present queues a dispatch per chain, so a program the device has run cleanly is cleanRuns for a run of dispatches and read again once the run is spent: a refusal after a clean start is caught within that run.

argtypedescription
namestring

dispatchNamed(name: string, buffers: { string }, count: number, params: { [string]: number }?) → boolean

argtypedescription
namestring
buffers{ string }
countnumber
params{ [string]: number }?

dispatch(kernel: any, dst: any) → boolean

Run a compiled chain over `dst`, a column of the chain's own stride.

argtypedescription
kernelanyA value from `M.compile`.
dstanyThe column the run lands in.

examples

proc.fieldc.dispatch(kernel, out)

readsPositionLeaf(root: any) → boolean

Whether a chain reads the position leaf `p` anywhere.

argtypedescription
rootany

walk(v: any) → boolean

argtypedescription
vany

mapSpec(root: any, count: number, domain: any?, opts: { position: any? }?) → any

A chain written as one function for `kernels/map`: the same walk as `compile`, with the leaves as the slots of the kernel's column table and the numbers as the kernel's `u` run. Answers `{ fn, call, preludes, leaves, values, stride, count }`, or nil and the reason the chain cannot be written. Geometry that carries point.P, the position leaf is that geometry's point.P.

argtypedescription
rootanyThe field at the end of the chain.
countnumberHow many elements the dispatch covers.
domainany?The geometry a leaf reading its evaluation domain binds.
opts{ position: any? }?Optional `{ position }`, a Field<Vec3> the position leaf `p` stands for. Unstated over a

examples

local spec = proc.fieldc.mapSpec(chain, 1024)

mapProgram( ) → any

leafColumns(spec: any) → void

The leaves of a spec as the columns `abi.table` is given: each states the shape of its run and the buffer it lives in.

argtypedescription
specany

directLeaves(program: any, spec: any) → void

The slots of a spec's leaves that a variant of `program` reads straight from the run's own buffer: as many, from the first, as the storage buffers of one dispatch leave beside the table, the numbers and the output. A leaf past them is copied into the table.

argtypedescription
programany
specany

runMap(spec: any, opts: { position: string? }?) → any

Run a `mapSpec` through `kernels/map`: the leaves are read from their own runs (the ones past the storage buffers a dispatch holds are packed into one column table), the numbers into one run, and the chain is one dispatch over `spec.count` elements. and the table (`cols_vec3(0u, id)`) that `p` is, where the chain's own position leaf is not bound. key and the output buffer holds `count` elements of `stride` floats.

argtypedescription
specanyA value from `M.mapSpec`.
opts{ position: string? }?Optional `{ position }`: a WGSL expression of type vec3<f32> over `id`

examples

local out = proc.fieldc.runMap(spec)

release( ) → void

bindSpec(spec: any, opts: { direct: { number }? }?) → any

The two resources a `mapSpec` or `walkSpec` is dispatched with: `cols`, the column table holding the leaves, and `u`, the numbers the chain carries, one f32 each. A leaf named in `opts.direct` is not copied: the table states its shape and its run is bound beside the table. Every other leaf is packed into the table. `refresh()` copies the leaves into the table again, for a chain whose leaves a rewrite has changed in place; `release()` lets both go. (`compute_abi.directPlan`).

argtypedescription
specanyA value from `M.mapSpec` or `M.walkSpec`.
opts{ direct: { number }? }?Optional `{ direct }`: the 0-based leaf slots a variant of the kernel reads from their own runs

examples

local bound = proc.fieldc.bindSpec(spec)

pack( ) → any

refresh( ) → void

release( ) → void

evaluate(field: any, domain: any, opts: { [string]: any }?) → any

A field as the column holding its run: the whole chain behind it is written as one function and runs as ONE dispatch of `kernels/map` over the domain. A plain number or vector is the same value at every element. This is the entry point a consumer of a Field calls (a kernel's input, an attribute write, an output); nothing earlier in the chain dispatches. A chain reading an animated value or a live run is a live column: the registration it carries rewrites it each frame (`M.tick`), the animated values written into the numbers the dispatch reads and the dispatch run again, so an animated input changes the result every frame. RAISES, naming what refused, when the chain cannot be written as a function. `opts.class` elements, default points), whose attributes the leaves reading the evaluation domain bind. Geometry domain counts, an element count that overrides the domain's, the column type (`"Int"` writes i32 words; a Field tagged Int does so by default), the clock `{ time, frame, fps, duration }` animated values are first sampled at, the caller named in a refusal, and the registration's label.

argtypedescription
fieldanyA Field, Column, BufferRef, number or vector.
domainanyWhat is evaluated over: a number of elements, or a Geometry (its
opts{ [string]: any }?Optional `{ class, count, type, clock, where, label }`: the class a

examples

local P = proc.fieldc.evaluate(displaced, geometry, { where = "geometry.set_position" })

sampleLive(at: any) → void

argtypedescription
atany

dispatch( ) → boolean

rewrite(at: any) → void

argtypedescription
atany

release(_self: any) → void

argtypedescription
_selfany

kernelOf(column: any) → string

The dispatch identity of the kernel that wrote a column `evaluate` answered, for `compute.program.status` and `M.report`.

argtypedescription
columnanyA Column from `M.evaluate`.

examples

proc.fieldc.report(proc.fieldc.kernelOf(column))

walkState(count: number, first: number?) → any

The walker's state inside a walk step: `count` floats starting at lane `first` (lanes 0 to 7, counted from 0). A leaf holds up to 4 lanes inside lanes 0 to 3 or inside lanes 4 to 7; a state of 8 floats is read as two leaves.

argtypedescription
countnumberHow many floats the leaf holds, 1 to 4.
firstnumber?The first lane, 0 when left out.

examples

local s = proc.fieldc.walkState(2)
local hi = proc.fieldc.walkState(4, 4)

walkIndex( ) → any

The number of the step being taken inside a walk step, counted from 0.

examples

local k = proc.fieldc.walkIndex()

walkSpec(step: any, opts: { [string]: any }) → any

A walk step written for the walk kernel. The step is a Field of `width` components over the leaves `walkState(width)` (the walker's state), `walkIndex()` (the step number k), the element id leaf (the walker's number) and any Column read: one value per walker, or a gather at a computed index. `opts.done` is an optional Field<Float> over the same leaves; the walker stops before step k when it is not 0. The answer's `specialize` is the walk kernel's own form: `WALK_STEP` (lanes 0 to 3), `WALK_STEP_HI` (lanes 4 to 7) and `WALK_DONE` are the expressions that call the chain's functions over the walker's `s`, `s_hi`, `k` and `id`, and `WALK_PRELUDE` is the module-scope WGSL that defines them (`zero_walk_chain_step`, `zero_walk_chain_step_hi`, `zero_walk_chain_done`, preceded by the preludes the chain calls). Lanes 0 to `width - 1` of `s` and `s_hi` are the state. The functions read their leaves through the kernel's `cols` columns binding (`cols_f32(slot, i, 0u)`, `cols_vec3(slot, i)`, ...) and their numbers through `u_get(k)`, exactly as `kernels/map` does; the kernel is bound with `fieldc.bindSpec(spec)`. the Field of the `width - 4` components of lanes 4 to 7 (required above 4), the number of walkers, the stop test, and the Geometry leaves reading the evaluation domain bind.

argtypedescription
stepanyThe next state's lanes 0 to 3, a Field of `min(width, 4)` components.
opts{ [string]: any }`{ width, count, high?, done?, domain? }`: floats per state (1 to 8), `high`

examples

local spec = proc.fieldc.walkSpec(next, { width = 2, count = 1024 })

column(field: any, count: number, where: string, domain: any?) → any

A field chain as the column holding its run — compiled to one dispatch and landed in GPU storage, which is where the work after it reads from. A field the compiler cannot see through — a Luau function of an element — is drained once into a column and bound as a leaf, so the chain around it still runs as one dispatch. `opaqueRuns` on the result says how many were, which is the chain's whole CPU cost stated as a number. RAISES when the chain cannot be compiled at all, naming what refused. It does not quietly walk the chain instead: the per-element path produces the same numbers, so falling back to it leaves a graph that works and a frame that does not, and nothing says which one ran. its evaluation domain (`field.position` with no domain wired) reads.

argtypedescription
fieldanyThe field at the end of the chain.
countnumberHow many elements the domain holds.
wherestringThe caller, for the message a refusal carries.
domainany?The geometry the chain is evaluated over, which a field reading

examples

local P = proc.fieldc.column(displaced, 5041, "geometry.set_position")

release(_self: any) → void

argtypedescription
_selfany

report(name: string) → any

What the device made of a kernel, by its dispatch identity.

argtypedescription
namestringA kernel identity from `M.ensure`.

examples

proc.fieldc.report(name)

status(kernel: any) → any

What the device made of a compiled chain's kernel. A dispatch answers that it was QUEUED, so this is where a refusal on the device — a binding count that does not match, a source the driver rejected — becomes readable rather than a column nothing wrote.

argtypedescription
kernelanyA value from `M.compile`.

examples

proc.fieldc.status(kernel)

liveRuns(values: { any }) →

Every live run the values hold — a geometry's columns, the runs filling the buffer properties of the materials it draws with, a material's, or a column itself — with the live runs each one reads, in the order a rewrite has to run them: a run after every run it reads.

argtypedescription
values{ any }The values a cook produced.

examples

local runs = proc.fieldc.liveRuns({ geometry })

visit(reg: any) → void

argtypedescription
regany

fromColumn(col: any) → void

argtypedescription
colany

fromMaterial(mat: any) → void

A material filling a buffer property from the graph draws the runs behind it, wherever the material is carried.

argtypedescription
matany

rewriteKernel(reg: any, clock: any) → void

Rewrite a compiled chain's run for `clock`: the animated values it reads written where its kernel reads them, and the kernel run into the same run. The write and the dispatch are recorded on the first call, each animated value a slot of the write, and replayed from then on with the values sampled at the clock.

argtypedescription
regany
clockany

recordedRewrite(reg: any, clock: any) → void

A rewrite that queues the same dispatches every time, recorded on its first call and replayed from then on.

argtypedescription
regany
clockany

releaseRecording(registration: any) → void

Let go of what a registration carrying `record = true` recorded, for the holder of the runs it rewrites to call when they go.

argtypedescription
registrationanyThe registration.

examples

proc.fieldc.releaseRecording(registration)

replaysAlone(reg: any) → boolean

Whether a registration's rewrite is a replay of its recording with no values: a recorded rewrite, or a compiled chain reading no animated value, once either has recorded.

argtypedescription
regany

regLabel(reg: any) → string

argtypedescription
regany

stretchAt(runs: { any }, first: number, held: { [number]: any }?) → any

The stretch of registrations from `first` on that replay alone, as one chained list: the one `held` keeps while every registration in it holds the recording it was chained from and the stretch ends where it did, and a new one otherwise. Nil for a stretch of one registration, which replays its own recording.

argtypedescription
runs{ any }
firstnumber
held{ [number]: any }?

add(self: any, list: any, values: { [string]: number }?) → void

Add a list a planned rewrite runs, with the values its slots take (nil for none), to the plan of a tick: what a registration's `plan(clock, into)` calls for each list its rewrite would run, in order.

argtypedescription
selfany
listanyA list from `proc.device.record` or `proc.device.chain`.
values{ [string]: number }?The value of each of its slots, by name; the table is read when the tick runs, not kept.

newPlan( ) → any

sampleLive(reg: any, clock: any) → boolean

Sample the animated values a compiled chain's kernel reads at `clock` into its slots; false when one has no f32 form.

argtypedescription
regany
clockany

runTape(held: any, layout: any, tape: any, plan: any, places: { number }?, clock: any) → void

Run `tape` with the values of the lists `plan` holds, at the places of the tape `places` names (nil: the plan is the whole tape), and let each planning registration commit.

argtypedescription
heldany
layoutany
tapeany
planany
places{ number }?
clockany

planMoving(layout: any, plan: any, counts: { number }, clock: any) → boolean

Plan the registrations of `layout` that move from tick to tick into `plan`, counting what each adds into `counts`.

argtypedescription
layoutany
planany
counts{ number }
clockany

keptTape(held: any, layout: any, plan: any, counts: { number }) → any

The tape kept for `layout` whose moving lists are the ones `plan` holds, split among the registrations as `counts` says.

argtypedescription
heldany
layoutany
planany
counts{ number }

sameLayout(a: any, b: any) → boolean

Whether two layouts list the same registrations in the same roles.

argtypedescription
aany
bany

tickAsTape(runs: { any }, clock: any) → boolean

Run a tick as one list when every registration can say what its rewrite at `clock` would run: a recorded rewrite its recording, a compiled chain its recording with the animated values it reads, a registration carrying `plan` whatever that adds. The lists run as one tape with each one's values, and each planning registration's `commit` then moves its state on as running its rewrite would. A tick after the first plans only the registrations that move from tick to tick, while the tape of the others' recordings stands. Answers false, having run nothing, when one cannot.

argtypedescription
runs{ any }
clockany

tick(runs: { any }, clock: any, costs: { [string]: number }?) → void

Rewrite live runs for `clock`, dependencies first. A registration a compiled chain made has each animated value it reads sampled at that time and written where its kernel reads it, and the kernel runs again into the same run. A registration carrying `rewrite` — a solver stepping on to the time, a merge placing its parts again — has that called with the clock. A tick every registration can plan runs as one list with one call: a recorded rewrite or compiled chain adds its recording, and a registration carrying `plan(clock, into)` and `commit(clock)` adds the lists its rewrite would run (`into:add(list, values)`) and, once they are queued, moves its state on as the rewrite would. Otherwise consecutive registrations whose rewrite replays a recording with no values are replayed as one chained list, in their order, with one call. With `costs`, a tick run as one list is counted under `present`. `runs` is what `M.liveRuns` answered, in that order. RAISES when a value has no f32 form or the device refused a kernel, naming which. into, by its `label` (a node's id) or its kernel's name.

argtypedescription
runs{ any }Registrations, dependencies first.
clockany`{ time, frame, fps, duration }`.
costs{ [string]: number }?Optional table the milliseconds each registration took are added

examples

proc.fieldc.tick(runs, clock)

Sub-parts

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59+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**.
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computeshader · born here
❒asset
# map The per-element kernel: `dst[id] = TEMPLATE` over `n` elements. The template is a WGSL expression over `p` (the element's position), `id`, the numbers `u_get(k)` and the columns of the `cols` table; the preludes `rand`, `noise` and `color` supply the functions a template calls. `fieldc.mapSpec` writes a chain of field templates as one function, so a chain of any length is one dispatch. Specialize `T` (f32, i32, vec2, vec3 or vec4 of f32), `TEMPLATE`, and optionally `PRELUDE` and `POSITION`. Bind `cols` (a table from `compute_abi.table`) and `u`. The output `dst` holds `n` elements of `T`, tightly packed. ```luau local program = ref:program() local variant = program:variant({ specialize = { T = "f32", TEMPLATE = "zero_rand(7u, id)", PRELUDE = '#include "@builtin::systems.procgen.kernels.rand"' } }) local run = variant:run({ n = 64, inputs = { cols = emptyTable, u = numbers } }) ``` `fieldc.evaluate(field, domain)` runs a Field through this kernel and answers the Column it wrote. Leaves of i32 runs are read through `cols_i32` and a read past a run's end reads its last element.
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module · born here
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module · born here
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# proc.fields Value wrappers for the procedural-generation type system: `Field<T>`, `PointCloud` and `Population`. Part of `@builtin::systems.procgen.proc`. Typed values backed by plain strided Luau arrays. - **`Field<T>`** — a lazy per-element value. `Field.constant(t, values)`, `Field.fn(t, stride, f)`, `Field.buffer(t, stride, buf)`; `:sample(id)` → the `stride` components, `:materialize(count)` → a flat `count*stride` array. - **`PointCloud`** — the value a `.procNode` input declared `PointCloud` receives (`proc.substrate.toPointCloud`); every other input, and every op, takes points as a `Geometry` (`proc.geometry.new`). `PointCloud.new(positions)` (flat stride-3 array); `:count()`, `:position(id)`, `:setAttribute(name, field)` / `:getAttribute(name)` / `:attributeNames()`. - **`Field.transform(offset, orient, scale)`** — a per-element transform whose three parts are fields of their own, so each compiles to the device; `:transformParts()` hands them back. Every value carries a `__proc_type` tag that `proc.types.typeOf` reads (`"Field<Vec3>"`, `"PointCloud"`, `"Population"`).
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module · born here
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module · born here
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# compute_abi Module The kernel ABI of a `.computeShader`. A `bindings.yaml` that uses the ABI extensions is lowered to the plain bindings and WGSL the engine compiles; this module parses, lowers, compiles variants, allocates outputs, packs column tables and dispatches. ## Purpose A kernel is one asset that serves many shapes of data. `bindings.yaml` states: ```yaml bindings: - { name: cols, kind: columns, access: read } - { name: src, kind: buffer, access: read, element: T } - { name: dst, kind: buffer, access: read_write, element: T, count: "len(src)" } - { name: hits, kind: buffer, access: read_write, element: vec4<f32>, capacity: "n * 4", append: true } specialize: - { name: T, options: [f32, i32, vec2<f32>, vec3<f32>, vec4<f32>] } - { name: FOLD, options: [add, min, max, mean, set] } - { name: BODY, kind: source } determinism: exact ``` - `columns`: a table of columns in one storage binding (header: the column count, then four words a column: first word, lanes, count, kind). WGSL reads it through `NAME_count(c)`, `NAME_lanes(c)`, `NAME_f32/i32/u32(c, i, lane)`, `NAME_vec2/3/4(c, i)`; `access: read_write` adds `NAME_set_*`. Columns named at specialization are constants `NAME_col_<column>`. - `count` / `capacity`: the size, in elements, of an output the host allocates. The expression uses `n` (the dispatch size), the shader's params, `len(binding)`, `max`, `min`, `ceil`, `floor` and `+ - * / ( )`. - `append: true`: the output carries a live counter, `NAME_count`, bound right after it. `NAME_store(slot, v)`, `NAME_set_count(n)`, `NAME_count_value()`, `NAME_capacity()` are generated. `NAME_append(v)` (unordered, atomic) is generated for `determinism: float_order` only. - `specialize`: compile-time parameters. Type options become `alias NAME = type;`, named options become `const NAME: u32` plus `NAME_<option>`, and `kind: source` parameters replace the identifier with text. - `when` on a binding: a condition over the specialization options, `NAME=option` or `NAME=option|option`. The binding exists in the variants whose option holds and is left out of the others. Terms separated by spaces all hold (`COUNT=device STAGE=table`); alternatives separated by `;` hold when any one does (`COUNT=plain; COUNT=device STAGE=table`). Two bindings may share a name when their conditions never hold together. - `// @when NAME option option` ... `// @end` in the WGSL: the lines between them stay in the variants where the specialization `NAME` takes one of the options and are blanked in the others (the lines keep their numbers). Blocks may nest. Code that reads a binding a variant leaves out sits in such a block. - `bits: true` on a binding states that its words are raw bits (an f32 held in a u32 word, an atomic word): a column of another element type bound to a read binding that states it is bound as it is, where an i32, u32 or f32 read binding takes a column of another element type cast by value. - `determinism`: `exact` or `float_order`. An `exact` shader that calls `NAME_append` is refused. - `workgroup`: the workgroup size the body declares (default 64). Every scalar or vector `buffer` binding gets `NAME_get(i)`, `NAME_len()` and, unless `access: read`, `NAME_set(i, v)`. A `vec3` element is stored as a flat scalar array, matching a column of vec3 that is 12 bytes an element. `zero_n()` is the dispatch size. ## Usage ```luau local abi = require("@builtin::modules.compute_abi") local schema = abi.parse(bindingsYaml) local program = abi.program({ key = "my_kernel", schema = schema, wgsl = body }) local variant = program:variant({ specialize = { T = "vec3<f32>" } }) local run = variant:run({ n = 4, inputs = { src = srcBuffer } }) local values = abi.read(run.outputs.dst.buffer) ``` A computeShader asset reference exposes the same through `ref:program()`. ## API | Function | Does | |---|---| | `abi.parse(text)` | `bindings.yaml` to `{ bindings, params, specialize, determinism, workgroup }`; a text parses to one schema, the same table each time it is read | | `abi.isExtended(schema)` | whether the schema uses an extension | | `abi.lower(schema, wgsl, spec)` | the lowered source, bindings, params and host slots | | `abi.compile(key, lowered, label)` | compile a lowered variant once, answering its dispatch key | | `abi.program(def)` | a program; `program:variant(spec)` lowers and compiles a variant. A program over the schema and source of the one standing under its key is that program, with the variants it has lowered | | `variant:run(env)` | allocate outputs, bind, dispatch; answers the outputs and live counters. `env.outputs[binding]` is a buffer (or `{ buffer, count?, capacity?, counter? }`) the dispatch writes in place of an allocation; an appended output given one keeps the count its `counter` holds. The first run of a variant waits for its program to be built, so a read of an output asked for after the run sees what the dispatch wrote | | `abi.table(columns, opts)` | pack columns into one buffer for a `columns` binding | | `abi.evaluate(text, vars, lengths)` | evaluate a count expression | | `abi.read(buffer, asU32?)` | read a buffer back, waiting for the frames it takes |
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module · born here
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# proc.hash Deterministic, portable scoped hashing for the procgen evaluator. `scoped(seed, graphId, compositePath, nodeId, channel, elementId) -> number` folds its arguments with 32-bit FNV-1a (via an exact 16-bit-split `mul32`) and a final avalanche, producing a bit-identical `u32` on native, WASM, and Android. `unitFloat(...)` maps the same scope to a value in `[0, 1)` for deterministic random draws. No `math.random` / `os.time` / float transcendentals — determinism is the contract. The per-element scope (`elementId`) keeps a given element's draw stable as unrelated element counts grow.
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module · born here
❒asset
# proc.noise Deterministic, portable value/gradient noise. Part of `@builtin::systems.procgen.proc`. Built on the integer-lattice hash in `proc.hash` (`latticeCell2/3` / `unitCell2/3` — the corner hashes of one cell, each bit-identical to the matching `hashInts` call): every lattice corner's random value/gradient is integer-derived, and the only continuous math is the quintic fade + linear interpolation. No float transcendentals and no `math.random`, so the result is bit-identical on native, WASM, and Android — which is what makes a procedural texture reproducible everywhere. Exposes `value2`/`value3`, `gradient2`/`gradient3`, and `fbm`.
▲ 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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# Compute shader (asset type) A `.computeShader` is a GPU compute (GPGPU) program with a **zero-scaffolding** authoring contract: you write only `@compute fn main(...)` plus a declarative `bindings.yaml`, and the engine GENERATES every `@group/@binding` declaration — storage buffers, textures, samplers, storage textures, and a `params:` uniform — expands `#include`s, naga-validates the result, and registers it. The single source of truth for the binding layout is `bindings.yaml`; there are no hand-written `@binding` lines to keep in sync. > New to how content lives across the CPU and GPU? Read `core/resource-model` > first: it covers the asset / CPU / GPU forms every resource takes, the upload > path, and how compute fits the performance ladder (`core/performance`). ## Folder shape A `.computeShader` is a folder asset: ``` <name>.computeShader/ shader.wgsl # the WGSL body — only `@compute fn main` + helpers (required) bindings.yaml # the binding + params schema (required) README.md # a one-paragraph description of THIS shader (required) .metadata # asset metadata ``` Each file carries a committed `.meta` sidecar pinning its stable guid. The identity is `<name>` (the `.computeShader` suffix strips). Resolve the shader once, then dispatch through the reference: ```lua local carve = asset.resolve("carve", "computeShader") carve:dispatch({ buffers = { heights }, workgroups = { 64 } }) ``` `asset.resolve` is what records your script's dependency on the shader, so the shader travels with the world your script lives in — packed, pulled, or published. It compiles on first dispatch; there is no setup step. ## bindings.yaml One ordered `bindings:` list — the binding index is the list position (0, 1, 2, …) — plus an optional `params:` scalar-uniform block. `kind` defaults to `buffer` when omitted. ```yaml bindings: - { name: clouds, kind: storage3d, format: rgba16f } # texture_storage_3d<rgba16float, write> - { name: occupancy, kind: texture3d } # texture_3d<f32> - { name: smp, kind: sampler } # sampler - { name: out_tex, kind: storage2d, format: rgba16f } # texture_storage_2d<rgba16float, write> - { name: U, kind: buffer, access: read, element: f32 } # var<storage, read> U: array<f32> - { name: Uniforms, kind: buffer, access: read, element: VolumeUniforms, array: false } # var<storage, read> Uniforms: VolumeUniforms params: - { name: scale, type: float, default: 2.0 } - { name: count, type: int, default: 0 } ``` | `kind` | extra keys | generated WGSL declaration | |---|---|---| | `buffer` (default) | `access: read \| read_write` (default `read_write`), `element: <wgsl type>` (default `f32`), `array: true \| false` (default `true`) | `var<storage, ACCESS> NAME: array<ELEMENT>;` (or `… NAME: ELEMENT;` when `array: false`) | | `texture3d` | — | `var NAME: texture_3d<f32>;` | | `texture2d` | `sample: float \| uint \| sint` (default `float`) | `var NAME: texture_2d<f32>;`, or `<u32>` / `<i32>` for the other classes | | `texture_depth` | — | `var NAME: texture_depth_2d;` — the one sampled shape with no `sample:` of its own; a depth-aspect channel (`@scene.depth`) binds here, not through `texture2d` | | `storage3d` | `format`, `access: write \| read \| read_write` (default `write`) | `var NAME: texture_storage_3d<FMT, ACCESS>;` | | `storage2d` | `format`, `access: write \| read \| read_write` (default `write`) | `var NAME: texture_storage_2d<FMT, ACCESS>;` | | `sampler` | — | `var NAME: sampler;` | | `textureCubeArray` | — | `var NAME: texture_cube_array<f32>;` — the environment cube array, bound to `@scene.environment` by a render feature's pass | | `vertices` | `access: read \| read_write` (default `read_write`) | `var<storage, ACCESS> NAME: array<u32>;` plus the mesh's layout uniform and the `zeroVertex*` accessors | | `acceleration_structure` | — | `var NAME: acceleration_structure;` (hardware ray tracing) | - **Eight storage buffers per shader** — the WebGPU guarantee, and what the engine asks every device for. `buffer` and `vertices` bindings spend that budget; textures, samplers, storage textures and `params:` do not. An `acceleration_structure` brings engine-owned buffers with it — **three** where the device has hardware ray query (the tables `zeroHitSurface` / `zeroMaterial` read) and **five** on the software backend (those, plus the scene triangles and the hierarchy over them) — so a traced pass has three slots of its own on the backend web users get. Over budget, the engine refuses the shader and logs which buffers it declared. - A `buffer` defaults to `array<ELEMENT>`. Set `array: false` for a single NON-array storage buffer — a struct binding (e.g. `element: VolumeUniforms`, `array: false` → `var<storage, read> NAME: VolumeUniforms;`). The struct definition itself lives in `shader.wgsl`, not `bindings.yaml`. - **A sampled texture binds under the class its FORMAT puts it in**, so `sample` states that class and the generated `texture_2d<..>` matches it. An integer channel — `@scene.material`, which is `Rgba8Uint` — is `uint`; everything else is the `float` default. Bind an integer channel to a `float` slot and the engine refuses the pass and names both classes, because the device would otherwise reject the bind group and invalidate the pipeline. - A storage texture's `access` decides both the generated declaration and the layout the engine registers, so the two always agree. It defaults to `write`, the access every target grants every storage-compatible format. `read_write` is granted on `r32f` alone; declaring it on any other format is refused at the compile, with the reason on `compute.programState`. A pass that needs to read a wider target reads it through a separate `texture3d` / `texture2d` binding, or through a second storage binding declared `read`. - `format` tags (storage textures): `r8`, `r16f`, `r32f`, `rgba8`, `rgba16f`, `rgba32f`. Storage textures only allow storage-compatible formats (`r32f` / `rgba8` / `rgba16f` / `rgba32f`). - An `acceleration_structure` binding resolves to the scene acceleration structure when the shader runs as a render-pass with ray tracing enabled (`renderer.setRaytrace(true)`). Declaring one makes the engine emit the helper functions the body can call: `zeroTraceClosest(origin, dir, t_min, t_max) -> ZeroHit` (struct: `hit, t, instance, primitive, bary, attr`, where `instance` is the hit object's render slot), `zeroTraceAny(origin, dir, t_min, t_max) -> bool` (terminate-on-first-hit, for shadow/occlusion rays), and `zeroHitSurface(hit) -> ZeroSurface` (`normal, uv, material`) + `zeroMaterial(index) -> ZeroMaterial` (`base_color, emissive, metallic, roughness`) to shade what a hit landed on. The same surface works on both backends — hardware ray query and the software/compute path — so the shader doesn't branch on `renderer.raytraceCapability()`. Bind it from a render-pass, which is where the scene acceleration structure exists. `params:` declares scalar uniforms (`type: float | int`). When non-empty the engine appends a `ZeroComputeParams` uniform as the trailing binding (read it in WGSL as `params.<name>`) and tunes its values at runtime with `shaderRef:setParam(prop, value)`. ## The kernel ABI: `columns`, counted and appended outputs, `specialize`, `determinism` One shader asset can serve many shapes of data. `bindings.yaml` states the shape with these extensions, and the engine's compile path lowers them to the plain bindings and WGSL above (`modules/compute_abi`, whose README has the whole surface): ```yaml workgroup: 64 # the size the body declares (default 64) bindings: - { name: cols, kind: columns, access: read } # a table of columns in one binding - { name: src, kind: buffer, access: read, element: T } - { name: dst, kind: buffer, access: read_write, element: T, count: "len(src)" } - { name: hits, kind: buffer, access: read_write, element: vec4<f32>, capacity: "n * 4", append: true } specialize: - { name: T, options: [f32, i32, vec2<f32>, vec3<f32>, vec4<f32>] } - { name: FOLD, options: [add, min, max] } - { name: BODY, kind: source, default: "0.0" } # text that replaces the identifier determinism: exact # or float_order ``` - A `buffer` of a scalar or vector element gets `NAME_get(i)`, `NAME_len()` and (unless `access: read`) `NAME_set(i, v)`. A `vec3` element is stored as a flat scalar array, so a column of vec3 keeps its 12-byte stride. `zero_n()` is the dispatch size. - `columns` binds a table of columns (`compute_abi.table`) as one storage buffer; `cols_f32(c, i, lane)`, `cols_vec3(c, i)` and the rest read it. - `count` / `capacity` give the size, in elements, of an output the run allocates. `append: true` adds a live counter binding, `NAME_count`, with `NAME_store(slot, v)`, `NAME_set_count(n)` and, under `determinism: float_order`, `NAME_append(v)`. - `specialize` parameters are compile-time: type options become `alias NAME`, named options become `const NAME` and `NAME_<option>`, `kind: source` text replaces the identifier. Each specialization compiles once. - `determinism: exact` refuses `NAME_append`: an exact output is written at ranks the kernel computed. Dispatch such a shader through its program: ```lua local variant = shaderRef:program():variant({ specialize = { T = "vec3<f32>" } }) local run = variant:run({ n = 64, inputs = { src = srcBuffer } }) local values = require("@builtin::modules.compute_abi").read(run.outputs.dst.buffer) ``` `shaderRef:program()` answers the same program, with the variants it has lowered and compiled, for as long as `shader.wgsl` and `bindings.yaml` hold the bytes they held when it was made. A write to either file, from any origin (`vfs.contentVersion` moves), makes the next `program()` a new one, and a dispatch through it runs the new text. The schema `getBindings()` answers is the one the program was made over. ## Writing a mesh's vertices — `kind: vertices` A mesh's vertices are raw bytes on the GPU, and the engine stores a mesh in one of two layouts: 92 bytes a vertex with every attribute a `f32`, or 32 bytes a vertex with normals and tangents quantized to bytes and UVs to shorts. Which one a mesh got depends on the mesh. Declare `kind: vertices` and the shader is handed both the buffer and the layout that mesh is in, plus accessors that address it: ```yaml bindings: - { name: verts, kind: vertices } # the mesh, writable - { name: heights, kind: buffer, access: read, element: f32 } params: - { name: lift, type: float, default: 1.0 } ``` ```wgsl @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x >= zeroVertexCount()) { return; } var p = zeroVertexPosition(id.x); p.y = p.y + heights[id.x] * params.lift; zeroSetVertexPosition(id.x, p); zeroSetVertexNormal(id.x, vec3<f32>(0.0, 1.0, 0.0)); } ``` ```lua carve:dispatchOnVertices({ model = meshRef:handle().guid, buffers = { heights }, workgroups = { 64 } }) ``` The accessors, over a binding declared `read_write`: | read | write | |---|---| | `zeroVertexCount() -> u32` | — | | `zeroVertexPosition(i) -> vec3<f32>` | `zeroSetVertexPosition(i, vec3<f32>)` | | `zeroVertexNormal(i) -> vec3<f32>` | `zeroSetVertexNormal(i, vec3<f32>)` | | `zeroVertexTangent(i) -> vec4<f32>` | `zeroSetVertexTangent(i, vec4<f32>)` | | `zeroVertexUv(i) -> vec2<f32>` | `zeroSetVertexUv(i, vec2<f32>)` | | `zeroVertexColor(i) -> vec4<f32>` | `zeroSetVertexColor(i, vec4<f32>)` | | `zeroVertexNodeIndex(i) -> u32` | — | | `zeroVertexWord(i, offset) -> u32` | — | `access: read` gives you the readers only — a `var<storage, read>` binding cannot be assigned to, so the writers are left out rather than handed to you broken. Once a pass has written a mesh's vertices, the engine bounds that mesh by what the pass wrote: it reduces the vertices to an AABB every frame and culls against that, so geometry a pass moves across the scene needs no oversized placeholder to survive culling. `renderer.mesh.boundsSource(guid)` reports `"compute"` for such a mesh and `"geometry"` for one still bounded by what it was created with. A shader declares at most one `vertices` binding; the accessors are generated for that mesh. It can be declared anywhere in the list — the mesh is bound by the dispatch, and `buffers` fills the other storage slots in declaration order. The tangent's `w` carries handedness, and quantized normals/tangents come back in -1..1 while quantized UVs and colours come back in 0..1, so the values are the same ones a surface shader sees whichever layout the mesh is in. ## shader.wgsl Write only `@compute fn main` (and any helpers / `#include`s). The names declared in `bindings.yaml` are in scope — `data`, `out_tex`, `params.scale`, … — with no `@group`/`@binding` lines of your own. ```wgsl // @domain: compute // Bindings are declared in bindings.yaml — do NOT write @group/@binding here. @compute @workgroup_size(64) fn main(@builtin(global_invocation_id) id: vec3<u32>) { if (id.x < arrayLength(&data)) { data[id.x] = data[id.x] * 2.0; } } ``` ## Dispatch & runtime Everything a compute shader does, it does through its reference: | method | what it does | |---|---| | `ref:dispatch(opts)` | `{ buffers, workgroups, params? }` — bind one buffer per declared storage binding, in order | | `ref:dispatchOnVertices(opts)` | `{ model, buffers?, workgroups, params? }` — bind the mesh `model` names to the `vertices` binding, `buffers` filling the rest | | `ref:dispatchEx(opts)` | `{ resources, workgroups }` — for shaders mixing textures, samplers and storage textures: one `{ kind, name }` per declared binding, in order | | `ref:setParam(prop, value)` | write one `params:` scalar uniform | | `ref:createBuffer(name, opts)` | `{ type, len, usage? }` — a GPU buffer owned by this shader | | `ref:buffer(name)` | the buffer this shader last made under `name` | | `ref:getBindings()` | the parsed `bindings.yaml` schema, read and parsed again only after the file is written | | `ref:getSource()` / `ref:setSource(wgsl)` | read / overwrite `shader.wgsl` | | `ref:compile()` | compile now instead of on the first dispatch | | `ref:status()` | what the engine did with this shader's dispatches, one record per target | The `params:` uniform is engine-owned and takes no entry in `buffers` or `resources`, and neither does a `vertices` binding's layout. `setParam` writes the uniform every later dispatch reads. A dispatch that passes `params = { name = value }` reads those values instead, in a copy of the uniform only it binds, with every name it leaves out at the value the shader holds — so one shader dispatched twice in a frame over different data reads different values each time: ```lua lift:dispatch({ buffers = { a }, workgroups = { 4 }, params = { height = 1.0 } }) lift:dispatch({ buffers = { b }, workgroups = { 4 }, params = { height = 3.0 } }) ``` A name the shader does not declare fails that dispatch, and the failure names what it does declare. ### `dispatchEx` resources Each `resources` entry fills the binding at its position. Its `kind` says what the resource is, in the words `bindings.yaml` uses, and the binding decides how it is read. A slot takes the kind it is declared with; a `texture2d` slot also reads a storage texture, a side of a history pair or the scene depth, and a `storage2d` slot also writes this frame's side of a history pair: | binding's `bindings.yaml` kind | `resources` entry | `name` | |---|---|---| | `buffer` | `{ kind = "buffer", name = buf }` | a buffer handle from `ref:createBuffer` | | `texture3d` | `{ kind = "texture3d", name = vol }` | a 3D texture handle from `ref:createTexture3D` | | `storage3d` | `{ kind = "storage3d", name = vol }` | a 3D texture handle from `ref:createTexture3D` made with `storage = true` | | `storage2d` | `{ kind = "storage2d", name = target }` | a storage texture handle from `ref:createStorageTexture2D` | | `storage2d` | `{ kind = "history_curr", name = history }` | a history pair from `ref:createTextureHistory`: this frame's side | | `texture2d` | `{ kind = "texture2d", name = tex }` | a handle `ref:copyBufferToTexture` returns, or a texture asset's guid once `texRef:handle()` has made it GPU-resident | | `texture2d` | `{ kind = "storage2d", name = target }` | a storage texture handle, read as a texture | | `texture2d` | `{ kind = "history_prev", name = history }` / `{ kind = "history_curr", name = history }` | a history pair: the previous frame's side or this frame's | | `texture2d` | `{ kind = "scene_depth" }` | none: the frame's scene depth | | `sampler` | `{ kind = "sampler", name = smp }` | a sampler handle from `ref:createSampler` | `texture3d` and `storage3d` name the same resource, a 3D texture, so either one fills either slot. The engine's own spellings name the same resources and keep working: `texture_3d` for `texture3d` and `storage3d`, `texture_2d` for `texture2d`, and `storage_2d` for `storage2d`. Any other `kind` is refused at the call, naming every kind it accepts. A `vertices` binding is filled by `ref:dispatchOnVertices`, and `texture_depth`, `textureCubeArray` and `acceleration_structure` bindings by a render feature's pass. ```lua local march = asset.resolve("volume_march", "computeShader") -- bindings.yaml: density (storage3d), out_tex (storage2d), U (buffer) march:dispatchEx({ resources = { { kind = "storage3d", name = density }, { kind = "storage2d", name = target }, { kind = "buffer", name = uniforms }, }, workgroups = { 8, 8, 8 }, }) ``` `workgroups` is `{ x, y, z }`, `{ x }`, or a bare `x`, and every dimension it leaves out is 1. A zero in any dimension is refused: the dispatch is dropped and recorded as a failure, so it surfaces in `ref:status()` and `compute.failing()` with the reason. A count derived from how much data there is passes through `math.max` first, so an empty set dispatches one workgroup rather than none: ```lua carve:dispatch({ buffers = { heights }, workgroups = { math.max(1, math.ceil(#points / 64)) } }) ``` ### Buffers and readback (the CPU side) A buffer is created through the shader that owns it and comes back as a handle. Pass the handle to a dispatch — including another shader's — to bind it there: ```lua local double = asset.resolve("@builtin::shaders.compute_double", "computeShader") -- `type` is the element the shader declares, `len` how many of them. local data = double:createBuffer("data", { type = "f32", len = 4, usage = { "readback" } }) data:write({ 1.0, 2.0, 3.0, 4.0 }) -- :writeU32 for integer words, :writeBytes for packed bytes double:dispatch({ buffers = { data }, workgroups = { 1, 1, 1 } }) local pending = data:read() -- starts an async GPU->CPU readback -- a frame or two later, drain it (nil until it has arrived): local out = pending:result() -- :resultU32 / :resultBytes read the same bytes another way data:destroy() -- free it when done ``` `type` is one of `"f32"`, `"vec3"`, `"vec4"`, `"quat"`, `"mat4"`, and `usage` adds `"readback"`, `"vertex"`, `"index"` or `"indirect"` on top of the storage a buffer always has. An `"indirect"` buffer holds a draw's arguments where the GPU reads them, so a shader that compacts geometry writes the drawn count into the same dispatch that produced it and a render feature's `kind = "draw"` pass submits exactly that — the `renderFeature` asset type's README documents that pass and the `storage.indirect` name it reads. The handle's key is the shader's guid plus the name you gave it and a serial, so two shaders that both want a buffer called `data` get one each — and so do two callers asking this same shader for one. `ref:buffer(name)` returns the last one made under that name, which is how two callers share one on purpose. A buffer that no shader computes — a vertex or index run that is only ever drawn — is allocated straight from the primitive instead: `substrate.createBuffer({ name = ..., type = ..., len = ..., kind = "gpu", usage = { "vertex" } })`. The first dispatch of a shader compiles it, so the very first readback can still reflect the un-run shader; dispatch again once it is compiled, or `ref:compile()` to pre-warm. This create/write/dispatch/readback loop is the CPU side of the resource model in `core/resource-model`. ### Is it compiled? `ref:compile()` queues the compile; the pipeline is built on the render side frames later, so that call cannot say whether it produced a program. `compute.programState(ref)` is where that lands: ```lua if compute.programState(carve) == "ready" then carve:dispatch(opts) end local state, reason = compute.programState(carve) if state == "failed" then print(reason) end ``` - `"absent"` — the engine holds nothing under this key and nothing is in flight: never asked for, or released. - `"pending"` — a compile was asked for and has not reached the device. A recompile of a resident program reads pending too, because what it produces is a different program from the one bound now — which is what makes this the precondition to wait on after an edit. - `"ready"` — compiled and resident, so a dispatch naming it binds it. - `"failed"` — the most recent compile produced no program, and the second return says why. A dispatch issued while the program is `"pending"` is held behind the compile and dropped if it never lands, so a readback taken before `"ready"` reports the buffer as it was. Wait for `"ready"`, not for a count of frames. ### Did it run? A dispatch is recorded into a command encoder frames after the call that asked for it returned, so that call's `true` means "queued", not "ran". `ref:status()` is where the outcome lands — one record per target, cumulative: ```lua for _, d in ipairs(carve:status()) do print(d.target, d.ok, d.dispatches, d.failures, d.lastError) end ``` `target` is the mesh guid for a `dispatchOnVertices` and the buffers it bound for a dispatch that writes only those, so two systems driving one shader over their own buffers read as the two passes they are. `ok` is the most recent outcome; `lastError` says why the last failure failed and is kept after a recovery. An empty result means nothing has dispatched this shader at all. `compute.failing()` answers the same question across every shader at once. A failing dispatch also posts a notice, so a pass that stops running reports itself rather than waiting to be found. ### Running one every frame A `kind = "compute"` substrate job queues one dispatch per frame: ```lua jobs.register({ phase = "main", executor = { kind = "compute", shader = asset.resolve("carve", "computeShader"), buffers = { "heights" }, workgroups = { 64 }, }, }) ``` ## Registration & hot reload Writing `shader.wgsl` or `bindings.yaml` fires the `.computeShader` assetType's `onChange`, which calls `__compute.compile` — that generates the binding declarations, expands `#include`s, naga-validates, and registers. This happens on create and on every edit, so saving recompiles with no world reload. A shader with invalid WGSL (a type mismatch, an undefined name) **fails to compile** with the reason logged (`[compute] Compile of '<name>' failed: …`) and is **not** registered. You don't need to register a shader before dispatching it — the first dispatch auto-compiles it on use. `ref:compile()` remains as an optional explicit pre-warm, only to avoid the one-frame first-dispatch warm-up in a latency-critical spot. ## What compute is holding, and why a key names nothing Every buffer, volume, storage target, history pair and sampler a dispatch can bind is filed under a key, and `compute.observe()` lists all of them with what each costs: ```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.name) end ``` A row carries the key verbatim — the same string a dispatch names it by and a dispatch-failure message prints — plus 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 (`<shader-guid>::<name>#<serial>`), so a resource nothing has ever dispatched over still names the shader that made it. `compute.resources(ref)` narrows to one shader's — including the `<shader-guid>::__params` uniform the compile created for a `params:` block, which the shader owns like any other resource. `r.totals.bytes` is the `compute` figure of `renderer.gpuMemory()` — the two are read off the same registries, so a listing accounts for the category exactly. The same reading is served at `/zero/runtime/compute`. When a key names nothing, `compute.diagnose(key)` says which of the states the inventory distinguishes it is in, from the closed set `compute.absentReasons()` enumerates: | reason | what the inventory read | |---|---| | `resident` | a resource is filed under exactly this key; the row is on `resource` | | `replaced` | the owner holds the same name at a different serial — `current` names the live key | | `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 | | `notPublished` | no renderer has published an inventory, so no key can be answered for | So a key out of `[compute] dispatch '…' failed` resolves against what exists, and a typo reports which part of it the engine could not match rather than coming back empty. A reason is the inventory at the moment the call read it. The reading 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. ## Discovery - `asset.list("computeShader")` — every registered compute shader. - `asset.inspect("<name>")` — status, source, parse errors, this README. - `computeRef:getBindings()` — the parsed `bindings.yaml` schema (`{ bindings, params }`). - `compute.programState(ref)` — whether the program is compiled, still compiling, or failed, and why. - `compute.observe()` — every GPU resource compute holds, and what it costs. - `compute.diagnose(key)` — whether a key names a live resource, and why not. - `profiler.gpuFrame()` — what each dispatch of this shader spends on the GPU. A dispatch is timed under `compute.<identity>` — the same identity `asset.resolve` takes, so a timing row names the shader that produced it. ## Common pitfalls - **Compute shaders don't render** — verify output via a buffer readback or a debug pass, not a screenshot. - **`ref:compile()` returns before the program exists** — the pipeline is built on the render side; `compute.programState(ref)` says when it is `"ready"`, and a dispatch issued before that is dropped. - **A dispatch call returning true means queued** — ask `ref:status()` whether it ran. - **A destroyed buffer is refused where it is bound** — a handle outlives its storage, and `buf:alive()` reports which. - **Binding order is the contract** — `buffers` and `resources` bind in `bindings:` list order; reordering the list reorders the bindings. - **Don't write `@group`/`@binding` in `shader.wgsl`** — the engine owns them; re-declaring is the fastest way to a layout mismatch. - **Don't infer a mesh's vertex stride** — declare `kind: vertices` and use the accessors. A wrong stride writes positions correctly and normals into the wrong word, which renders as flat lighting rather than as broken geometry. - **Storage-texture format must be storage-compatible** — `r32f` / `rgba8` / `rgba16f` / `rgba32f`; others are rejected at compile. - **A key that comes back empty is not the same as one that failed** — `compute.diagnose(key)` separates a name never used from a generation that was replaced, and names the live key in the second case. ## Related types - `.shader` — render-domain shaders (surface, sky, post-process, screen) and the legacy `@domain: compute` fallback. ## In the Inspector Selecting a compute shader opens its **Compute** section: whether its program is ready (and why not), how many dispatches it has run and failed in this session (and the last error), tables of the bindings and params its `bindings.yaml` declares, and openers for `shader.wgsl` and `bindings.yaml`.
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# proc Code-authored, graph-backed procedural generation for the Zero engine. A graph is one function of `g`: `proc.define(function(g) ... end)`. Nodes are called by family and name (`g.<family>.<name>({ ... })`), inputs are declared with `g:input(name, default, opts)`, the returned table is the graph's outputs, and `io.output` is how the graph stands in the world. `builder.module/README.md` holds every rule of that form. This module owns the whole procedural model: the graph builder + data model, the operation registry, the type system, the lazy cached evaluator, deterministic scoped hashing, and the node-family op implementations. Authored `.procGraph` graphs are persisted via `procGraph.assetType`; the `procgen.preview` / `procgen.spawn` operations live in `procgen.toolbox` and are invoked as tools: `use_tool` from an agent, or `tools.use("procgen", "preview", args)` from a script. Generated meshes/materials/textures/bundles are persisted through their own `.assetType`. An op family can also come from outside this package: a `.procPack` asset registers its ops in the same registry, called as `g.op.<id>(...)` exactly like the ones shipped here (`proc.registerPack(name, ops)` is what it registers through, and what a test or a tool calls to hold a family for the life of one VM). `terrain.*` is one such pack, shipped in `terrainSystem.package/procPacks/` and covering a whole landscape; `guides { path = "systems/terrainSystem/documentation/terrain" }` is its guide. To find out what the registry holds, use the `procgen` toolbox: `searchNodes` searches it and `describeNode` describes one node or op. `proc.search_ops(query)` and `proc.schema(id)` are the same answers in-process, for a graph builder looking something up while it runs.
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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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# 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.
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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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# 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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backing path · systems/procgen.package/proc.module/fieldc.module

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