# Session Log — 2026-08-09 ## Background colour change (blit shader) - User requested changing the letterbox/pillarbox background from black to neutral grey. - Initial attempt: changed the render pass clear color to `(0.5, 0.5, 0.5, 1.0)`. This triggered the NVIDIA validation layer warning `BestPractices-NVIDIA-ClearColor-NotCompressed` — SRGB fast clears only work with 0.0 or 1.0 on NVIDIA tile-based GPUs. - Reverted the clear color and implemented the proper solution: draw a fullscreen grey quad in the fragment shader before the texture quad. The render pass clear stays at 0.0 (fast-compressed). - Added `mode` field to `BlitData` push constant. Mode 0 samples the texture, mode 1 outputs solid grey. - User noted that a branch in the shader is free (no warp divergence since `mode` is uniform per draw call). Agreed — no need for a separate clear pipeline. - Changed grey from 0.5 to 0.18 (18% grey card, standard in photography/compositing). - Fixed a Slang compilation warning by updating the profile from `spirv_1_4` to `spirv_1_6` and explicitly declaring the required capabilities. ## Shader filter node research - User requested research on: Gaussian blur, CDL, Laplacian, Sobel, sharpen, posterize, pixelize, Kuwahara. - Launched a research agent that produced `documents/research/shader-filters.md` covering all filters with formulas, Slang pseudocode, parameter tables, and performance notes. ## Design decisions made during review 1. **Colour space**: all intermediate textures are linear float (`R16G16B16A16_SFLOAT`, `R32G32B32A32_SFLOAT` for Kuwahara tensor). sRGB images are linearized once at load by the Read node. Final blit to sRGB swapchain handles display encoding. 2. **Alpha**: premultiplied everywhere by default. Explicit Unpremult/Premult nodes for operations that need unpremultiplied values (Nuke model). 3. **Edge handling**: per-node parameter, clamp-to-edge default, clamp-to-border option. Affects sampler state, not shader branches. 4. **Premult has no parameters**: removed the empty push constant struct. ## Research document fixes - Fixed a contradictory sentence about push constant sizes and CDL block size. - Added Unpremult (§9) and Premult (§10) sections with full implementations. - Added `edge_mode` field to all 5 spatial filter push constant blocks (Gaussian, Laplacian, Sobel, Sharpen, Kuwahara). - Restructured the implications section (§12) into open items vs resolved decisions. - Expanded all mathematics sections with plain-language explanations suitable for someone without a strong math background. ## Open items for next session - Begin implementing the actual shader nodes in Prism - Node system needs: per-pass resource signatures, scratch texture hooks, per-node sampler choice, compile-time-bounded loop limits - Classic Kuwahara is the recommended first implementation (single pass)