Restructure agent setup

This commit is contained in:
2026-07-05 19:00:24 +01:00
parent 1e0c195f42
commit 79c5d368bf
5 changed files with 230 additions and 61 deletions
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---
name: prism-dag
description: DAG / graph patterns for Prism — adjacency list rules, arena allocation, Kahn's algorithm, flat buffer layout
license: MIT
compatibility: opencode
metadata:
domain: core
---
## What I do
Captures the conventions for Prism's directed acyclic graph (DAG) implementation: how edges are stored, how the graph is validated, and how to avoid common pitfalls.
## When to use me
Use this when working on graph/DAG structures (`pr_graph.h`, `pr_graph.c`, or `scratchpad/dag.c`), adding new node types, or modifying the topological sort / cycle detection logic.
## Conventions
### Adjacency lists — separate edge nodes
Adjacency list nodes must be **separately allocated from the vertex array**. Never use the vertex struct itself as a linked-list node in another vertex's adjacency chain — that shares the `next` pointer between two roles and corrupts the graph.
```c
// correct — per-edge copy on the arena
static void addEdge(PrGraph *g, const WpAllocator *alloc, u64 from, u64 to) {
PrVertex *src = &g->vertices[from];
PrVertex *dst = wpMemAllocatorAlloc(alloc, sizeof(PrVertex));
if (!dst) { /* handle OOM */ return; }
dst->id = g->vertices[to].id;
dst->value = g->vertices[to].value;
dst->next = src->next;
src->next = dst;
}
// wrong — reuses the destination vertex as the list node
static void addEdge_bad(PrGraph *g, u64 from, u64 to) {
PrVertex *src = &g->vertices[from];
PrVertex *dest = &g->vertices[to];
dest->next = src->next;
src->next = dest; // overwrites dest->next used elsewhere
}
```
Arena bump allocation (`wpMemAllocatorAlloc`) is the natural fit for edge nodes. Always NULL-check the result — arena allocators can fail if the backing buffer is exhausted.
### Flat buffer layout
For hot-path graph evaluation, prefer SoA layouts and keep the DAG in contiguous arrays rather than individually allocated linked structures.
### Cycle detection
Use Kahn's algorithm integrated into `prGraphAddEdge` for cycle detection with rollback. When an edge would create a cycle, the edge is not added and the function returns an error.
### Memory management
Stack-allocate where possible; pass `WpAllocator *` explicitly for heap allocations.
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---
name: prism-rhi
description: RHI (Rendering Hardware Interface) patterns — compile-time dispatch, by-value desc structs, wapp array aliases, backend file layout
license: MIT
compatibility: opencode
metadata:
domain: rendering
---
## What I do
Captures the RHI conventions for Prism: how backends are dispatched, how descriptor structs and arrays are handled, and how the files are organized.
## When to use me
Use this when working on any file in `scratchpad/rhi/` or `src/prism/rhi/`, or when creating a new backend (Vulkan, D3D12, Metal).
## Conventions
### Backend dispatch
Backend selection is compile-time via `-D PR_RHI_VULKAN` / `-D PR_RHI_D3D12` / `-D PR_RHI_METAL`. The umbrella header `pr_rhi.h` includes the appropriate alias file:
```c
#if defined(PR_RHI_VULKAN)
# include "vulkan/pr_rhi_vk_aliases.h"
#elif defined(PR_RHI_D3D12)
# include "d3d12/pr_rhi_d3d12_aliases.h"
#elif defined(PR_RHI_METAL)
# include "metal/pr_rhi_metal_aliases.h"
#else
# error "Define one of: PR_RHI_VULKAN, PR_RHI_D3D12, PR_RHI_METAL"
#endif
```
Each `_aliases.h` file maps generic names to backend-specific names:
```c
#define prRhiCreateDevice prRhiCreateDeviceVk
#define prRhiCreateSwapchain prRhiCreateSwapchainVk
#define prRhiCreateBuffer prRhiCreateBufferVk
// …
```
Backend implementations are suffixed with the backend name: `pr_rhi_vk_device.c`, `pr_rhi_vk_swapchain.c`, etc.
### Desc structs
All descriptor structs are passed **by value**, not `const *`:
```c
// correct
PrRhiDevice *prRhiCreateDevice(PrRhiPhysicalDevice *pdev, PrRhiSurface *surface,
PrRhiDeviceDesc desc, WpAllocator *alloc);
// wrong
PrRhiDevice *prRhiCreateDevice(PrRhiPhysicalDevice *pdev, PrRhiSurface *surface,
const PrRhiDeviceDesc *desc, WpAllocator *alloc);
```
### File layout
```
scratchpad/rhi/
├── pr_rhi.h ← umbrella header (API declarations + backend dispatch)
├── pr_rhi_types.h ← shared types (enums, element types, array aliases, desc structs, opaque handles)
├── vulkan/
│ ├── pr_rhi_vk.h ← Vulkan backend header (opaque struct defs + Vk-suffixed decls)
│ └── pr_rhi_vk_aliases.h ← #define alias mapping
├── d3d12/
│ └── …
└── metal/
└── …
```