DAGs and ImGui node graphs research
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# DAGs for Node-Based Compositing
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## What is a DAG?
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A **Directed Acyclic Graph (DAG)** is a graph where:
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- **Directed** — every edge has a direction (A → B means "A feeds into B")
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- **Acyclic** — no path forms a cycle; you cannot loop back to a node you've already visited
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In compositing, nodes are the vertices and image/data flow defines the edges. A **Read** node feeds into a **Blur** node, which feeds into a **Merge** node, etc.
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## Why DAGs for Compositing
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| Property | Benefit |
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|---|---|
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| Non-linear | Any node can be tweaked without rebuilding the whole comp |
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| Dependency-driven | Only re-evaluate nodes whose inputs changed ("dirty propagation") |
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| Parallelism | Independent branches can run concurrently |
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| Modular | Nodes are self-contained; easy to add new types |
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### Real-world examples
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- **Nuke** (Foundry) — the industry standard; everything is a DAG
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- **Fusion** (Blackmagic) — same concept, node graph as the primary interface
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- **Blender Compositor** — uses a dependency graph internally
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- **Shadertoy / MaterialX** — similar DAG concepts for shader/node graphs
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## Core Algorithms
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**BFS** (Breadth-First Search) explores a graph level by level — you visit all neighbours of a node before moving to their neighbours. Useful for shortest paths and spreading outward.
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**DFS** (Depth-First Search) goes deep first — you follow one path as far as it goes, then backtrack. Useful for cycle detection, pathfinding, and topological sort.
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### Topological Sort
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A **topological ordering** of a DAG is a linear sequence of all vertices such that for every edge u → v, u appears before v. This is the evaluation order for a node graph — you must process a node's inputs before processing the node itself.
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There are two standard approaches, one based on each traversal strategy:
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### 1. Kahn's Algorithm (BFS-based)
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Uses **in-degree** (number of incoming edges) to determine which nodes are ready to execute.
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```
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1. Compute in-degree for every node
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2. Queue all nodes with in-degree == 0 (no dependencies)
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3. While queue is not empty:
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a. Dequeue node n, add to result order
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b. For each downstream node m of n:
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- Decrement m's in-degree
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- If m's in-degree reaches 0, enqueue m
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4. If result count != node count → there is a cycle
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```
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**Why Kahn's for compositing:**
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- Naturally detects cycles (a graph editor must prevent the user from creating cycles)
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- Gives you ready-to-evaluate layers (all in-degree-0 nodes at a given step can run in parallel)
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- O(V + E) time, O(V) space
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- Easy to implement with arrays
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### 2. DFS-based (Post-order)
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```
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1. For each unvisited node, run DFS
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2. After visiting all descendants of a node, prepend it to the result
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```
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Simpler to code but less practical for incremental / parallel evaluation. Used more for DAG verification in build systems.
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## Data Structures for a DAG
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### Adjacency List (recommended for Prism)
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Store the graph as two flat arrays:
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```c
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// Node i's outgoing edges are adjacency[i] .. adjacency[i + 1]
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u32 *adjacency; // flat list of edge destinations
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u32 *adjacency_begin; // start index into adjacency for each node
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u32 node_count;
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u32 edge_count;
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```
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Or simpler: each node stores its outputs:
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```c
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typedef struct PrNode PrNode;
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struct PrNode {
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u32 id;
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PrNodeType type;
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u32 input_count; // number of inputs (incoming edges)
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u32 input_nodes[4]; // fixed-size or pointer to array
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u32 output_count; // number of downstream nodes
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u32 *output_nodes; // allocated with arena
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// ... data for this node type
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};
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```
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For a **data-oriented** approach in hot paths (graph evaluation), pack fields into parallel arrays:
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```c
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// SoA layout for evaluation
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u8 *node_types; // PrNodeType for each node
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u32 *in_degrees; // current in-degree (Kahn's state)
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u32 *topo_order; // result of topological sort
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```
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### Struct-of-Arrays (SoA) Layout
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For the graph evaluation hot path, you can use parallel arrays instead of an array of structs:
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```c
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struct PrGraphEvalState {
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u32 node_count;
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u32 *topo_order; // [0..node_count-1] in eval order
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u32 *in_degrees; // temp space for Kahn's
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u8 *dirty_flags; // per-node dirty bit
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u32 *output_counts;
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u32 **output_lists; // adjacency
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};
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```
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This keeps only the data needed for traversal in cache-friendly contiguous memory.
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## Incremental / Dirty Evaluation
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For interactive use, re-running the full topological sort every frame is wasteful. Instead:
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1. When a node's parameter changes, mark it **dirty**
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2. Propagate the dirty flag downstream (BFS along edges)
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3. Only re-evaluate dirty nodes in topological order
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Alternatively, skip dirty propagation and just always eval in topo order — each node checks if its inputs are dirty or if its own parameters changed. Simpler, but does more work.
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## Cycles in a Graph Editor
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A graph editor must **prevent** the user from creating cycles in real time. Approaches:
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1. **Check on each edge creation:** before adding edge A → B, check if there's already a path from B to A (DFS from B). O(V + E) per edge add.
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2. **Incremental cycle detection:** more sophisticated data structures for dynamic graphs. Probably overkill for V1.
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3. **Kahn's validation:** Run Kahn's after every edit; if it doesn't produce a full ordering, reject the edit.
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Approach 1 (DFS reachability test) is the simplest for V1.
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## Evaluation Pipeline
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```
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User edits graph
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│
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▼
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Validate no cycles ← (reject edit if cycle detected)
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│
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▼
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Topological sort ← (Kahn's algorithm → list of node IDs)
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│
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▼
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Mark dirty nodes ← (only nodes downstream of changes)
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│
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▼
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For each node in topo order:
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If node is dirty:
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Gather input images (from upstream node outputs)
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Execute node (CPU or dispatch GPU shader)
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Store output image
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│
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▼
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Render final output → display
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```
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## Key Takeaways for Prism
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1. **Kahn's algorithm** is the right choice — simple, O(V+E), built-in cycle detection, parallel-layer grouping
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2. **Adjacency list** with flat arrays for the graph structure
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3. **Evaluate in topological order**; skip clean nodes for efficiency
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4. **Cycle check on edge creation** via DFS from the target node
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5. **SoA layout** for evaluation state if profiling shows cache misses on the hot path
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6. Node types (Read, Blur, Merge, etc.) can use a `PrNodeType` enum with a function dispatch table, or a union of type-specific data in the node struct
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## References
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- Kahn, A. B. (1962). "Topological sorting of large networks." *Communications of the ACM*
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- Cormen et al., *Introduction to Algorithms*, 3rd ed., Ch. 22.4 (Topological Sort)
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- Foundry Nuke documentation: [https://learn.foundry.com/nuke](https://learn.foundry.com/nuke)
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- Taskflow C++ library: [https://taskflow.github.io](https://taskflow.github.io)
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