# AGENTS.md — Prism ## Project Identity **Prism** is a node-based image compositing tool. Images flow through a directed acyclic graph (DAG) of processing nodes (read, blend, colour-grade, etc.) and are rendered via GPU shaders. - **Language**: C11 / C++11 (dual-mode, like `src/wapp/`) - **GPU API**: Vulkan, abstracted behind a Rendering Hardware Interface (RHI) - **Shading language**: Slang, stored in external `.slang` files under `src/shaders/` - **Build**: TBD — either a standalone shell build script or a `justfile` (Just) - **Dependencies**: `src/wapp/` (local utility library, already vendored) ## Coding Conventions All code follows the patterns established in `src/wapp/`. The project prefix is `pr` (functions/macros) / `Pr` (types). ### Naming | Category | Convention | Examples | |-----------------------|------------------------|---------------------------------| | Types | `Pr` + PascalCase | `PrNode`, `PrGraph`, `PrImage` | | Functions | `pr` + PascalCase | `prGraphCreate`, `prNodeEval` | | Macros | `pr` + PascalCase | `prArrayOf`, `prNodeType` | | Enum constants | `PR_` + SCREAMING_SNAKE| `PR_NODE_BLEND`, `PR_OK` | | Internal/static funcs | `_` + camelCase | `_resolveTopology`, `_execCmd` | | File-scope globals | `_` + camelCase | `_default_allocator` | | File-scope constants | SCREAMING_SNAKE | `MAX_NODE_NAME` | ### Formatting - **Indentation**: tabs (no spaces). Tab width is a viewer preference. - **Braces**: always required after `if`, `else`, `for`, `while`, `do` — even when the body is a single statement. This avoids ambiguity and makes diffs cleaner. ```c // correct if (condition) { do_thing(); } for (int i = 0; i < n; i++) { process(i); } // wrong — no braces, spaces instead of tabs if (condition) do_thing(); ``` ### Storage qualifiers Use the `wp_extern` / `wp_intern` / `wp_persist` aliases from wapp: ```c wp_extern void prGraphInit(PrGraph *g); // extern linkage wp_intern void _helper(void); // static (file-scope) wp_persist u32 _counter; // static (file-scope, mutable) ``` ### Structs POD structs with typedef, following `wapp/base/` patterns. Functions operate on structs by pointer rather than through vtables: ```c typedef struct PrNode PrNode; struct PrNode { PrNodeType type; u32 input_count; PrNode **inputs; // ... }; void prNodeInit(PrNode *n, PrAllocator *alloc); void prNodeEval(PrNode *n, PrRhiCmdList *cl); void prNodeDestroy(PrNode *n, PrAllocator *alloc); ``` ### Memory management Use wapp allocators (`WpAllocator`, arena-based). Stack-allocate where possible; pass allocators explicitly. ```c PrGraph *prGraphCreate(PrAllocator *alloc); void prGraphDestroy(PrGraph *g, PrAllocator *alloc); ``` ### File organisation One `.h` / `.c` pair per module, grouped in subdirectories by subsystem. A top-level umbrella header re-exports everything (see `src/wapp/wapp.h`). ``` src/prism/prism.h ← umbrella include src/prism/core/ ← graph, node types, DAG src/prism/rhi/ ← rendering hardware interface src/prism/node/ ← node implementations src/prism/app/ ← entry point, window, main loop ``` Shaders live in a flat-ish `src/shaders/` tree: ``` src/shaders/blit.slang src/shaders/blend.slang src/shaders/common/ ← shared include files ``` ### Data-oriented design For hot paths (per-frame graph evaluation, image transfers, shader dispatch) prefer SoA layouts, batch processing, and minimise pointer chasing. Keep the DAG in contiguous arrays (e.g. adjacency lists packed in flat buffers) rather than individually allocated linked structures. ## Documentation Save research notes and implementation plans as markdown in `documents/`: ``` documents/ ├── ARCHITECTURE.md ├── RENDERING_HARDWARE_INTERFACE.md ├── NODE_SYSTEM.md ├── ROADMAP.md └── research/ └── vulkan-baseline.md ``` ## Workflows for AI agents ### Research / planning 1. Save findings to `documents/research/.md`. 2. When asked for a plan, write it to `documents/.md` and present a summary; iterate on the plan before writing any code. 3. Only start implementing after the plan is approved. ### Learning from edits The user may edit code produced by AI agents. When this happens, infer the reason for the change and update AGENTS.md with any new conventions, patterns, or constraints that the edit reveals. This keeps the guide aligned with the user's evolving preferences. ### Committing Only commit when explicitly asked. When asked: - Stage only intended files. - Write a short, conventional commit message in present tense. - Never amend, force-push, or create PRs without a request.