Restructure agent setup
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@@ -9,7 +9,7 @@ are rendered via GPU shaders.
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- **Language**: C11 / C++11 (dual-mode, like `src/wapp/`)
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- **GPU API**: Vulkan, abstracted behind a Rendering Hardware Interface (RHI)
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- **Shading language**: Slang, stored in external `.slang` files under `src/shaders/`
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- **Build**: TBD — either a standalone shell build script or a `justfile` (Just)
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- **Build**: `justfile` (Just) as a task runner
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- **Dependencies**: `src/wapp/` (local utility library, already vendored)
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## Coding Conventions
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@@ -34,25 +34,20 @@ All code follows the patterns established in `src/wapp/`. The project prefix is
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### Formatting
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- **Indentation**: tabs (no spaces). Tab width is a viewer preference.
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- **Braces**: always required after `if`, `else`, `for`, `while`, `do` — even
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when the body is a single statement. This avoids ambiguity and makes diffs
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cleaner.
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Machine-enforceable rules (tabs, braces, pointer alignment, continuation
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alignment) are in `.clang-format` — run `clang-format -i <file>` to apply.
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```c
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// correct
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if (condition) {
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do_thing();
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}
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for (int i = 0; i < n; i++) {
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process(i);
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}
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// wrong — no braces, spaces instead of tabs
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if (condition)
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do_thing();
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```
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- **Return-type alignment**: Within each `// =====` section, align function
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declaration names so the first letter of every function occupies the same
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column. For pointer return types, place `*` directly against the function
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name (no space) and put all alignment padding between the type name and `*`.
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```c
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// correct — * against fn name, padding before *
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PrRhiSwapchain *prRhiCreateSwapchain(…);
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void prRhiDestroySwapchain(…);
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PrRhiSwapchainResult prRhiAcquireNextImage(…);
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```
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This cannot be automated by clang-format and must be done manually.
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### Storage qualifiers
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@@ -171,6 +166,16 @@ Always use typed array aliases (`WpU64Array`, `PrNodeIdArray`, etc.) rather
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than raw pointers when declaring array variables. Follow the existing typedef
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pattern in the module (`typedef Type *TypeArray`).
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Typedef pattern:
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- Opaque handles use `**` (pointer-to-pointer)
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- Value types use `*` (contiguous block)
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```c
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typedef PrRhiBuffer **PrRhiBufferArray; // opaque handles → **
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typedef PrRhiColorAttachment *PrRhiColorAttachmentArray; // value types → *
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```
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Group opaque handle arrays first, value type arrays second, separated by a
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blank line.
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Use named init flags (`WP_ARRAY_INIT_NONE`, `WP_ARRAY_INIT_FILLED`) instead of
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bare `0` — they make the initialisation policy explicit.
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@@ -202,10 +207,21 @@ documents/
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├── RENDERING_HARDWARE_INTERFACE.md
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├── NODE_SYSTEM.md
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├── ROADMAP.md
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└── research/
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└── vulkan-baseline.md
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├── research/
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│ └── <topic>.md
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└── session-logs/
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└── YYYY-MM-DD.md
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```
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## Skills
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Domain-specific conventions are stored as skills in `.opencode/skills/<name>/SKILL.md`.
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These are loaded on-demand by the AI agent when a task matches their description,
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keeping AGENTS.md lean.
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- **`prism-rhi`** — RHI backend dispatch, by-value descs, file layout
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- **`prism-dag`** — DAG adjacency lists, arena allocation, Kahn's algorithm
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## Workflows for AI agents
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### Research / planning
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@@ -215,20 +231,12 @@ documents/
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a summary; iterate on the plan before writing any code.
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3. Only start implementing after the plan is approved.
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### README
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### Skill maintenance
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Keep `README.md` in sync with the project as it evolves. Update it when:
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- The directory layout changes meaningfully
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- Language, toolchain, or build system decisions are settled
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- Dependencies are added or removed
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- The project reaches a notable milestone
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### Learning from edits
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The user may edit code produced by AI agents. When this happens, infer the
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reason for the change and update AGENTS.md with any new conventions, patterns,
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or constraints that the edit reveals. This keeps the guide aligned with the
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user's evolving preferences.
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When you observe the user correcting your output (e.g. formatting, conventions),
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infer the rule and add it to the relevant skill's `SKILL.md`. If no skill
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matches, add a new one. This keeps AGENTS.md focused on project identity and
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critical workflow rules rather than accumulating domain details.
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### Committing
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@@ -236,30 +244,3 @@ Only commit when explicitly asked. When asked:
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- Stage only intended files.
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- Write a short, conventional commit message in present tense.
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- Never amend, force-push, or create PRs without a request.
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## Session Log — 2026-07-05
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### Completed
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- **DAG refactoring** (`scratchpad/dag.c`): Decoupled PrGraph from PrNodeManager.
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Graph tracks its own active vertices (`vertex_count`, `max_vertex_ever`, `b8 active`).
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`prGraphAddEdge`, `prGraphTopologicalSort` no longer take `PrNodeManager*`.
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Kahn's algorithm integrated into `prGraphAddEdge` for cycle detection with rollback.
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Output verified matching baseline.
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- **RHI research document** written to `documents/research/rendering-hardware-interface.md`.
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Covers 8 reference RHIs, architecture patterns, core API surface, Vulkan-specific
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considerations, Slang integration, and proposed directory layout / lifecycle design.
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- Added NVRHI to `documents/resources.md`.
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### Key Decisions
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- Graph API is self-contained — no graphics or node-manager dependencies.
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- RHI will use object-based + command-list-oriented architecture with vtbl dispatch.
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- Object lifecycle: `prRhiCreate*` / `prRhiDestroy*` with explicit `WpAllocator*`.
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- All GPU state explicit (no hidden pipeline state).
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- Per-frame command pools and descriptor pools, arena-allocated scratch.
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- `#version-macro` convention removed from Slang files; `__slang` define used instead.
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### Next Steps
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1. User reviews RHI research document, then iterate if needed.
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2. Begin implementing RHI layer: types header, device creation, Vulkan backend skeleton.
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3. Implement Slang shader compilation + reflection integration.
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4. Wire up per-frame lifecycle (command pool reset, descriptor pool reset, scratch reset).
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