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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
.slangfiles undersrc/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 |
| Variables | snake_case | vertex_count, edge_node |
- Variable names: Prefer descriptive names (e.g.
vertex_countovervc,edge_nodeoveren). Short names (i,j,n) are acceptable only in tight loop counters or trivial index variables. Avoid single-letter names in non-trivial scopes, and avoid abbreviated names that require the reader to hold a mental dictionary.
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.
// 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:
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:
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.
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.
Graph / adjacency lists
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 (vertex state
vs. edge linking) and causes edges to splice into unintended chains.
// 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 building
graph structures: per-edge nodes live in the arena and are freed in one shot
when the arena is destroyed.
Always NULL-check the result of wpMemAllocatorAlloc — even arena allocators
can fail if the backing buffer is exhausted.
WpArray usage
| Scenario | API | Size must be… |
|---|---|---|
| Stack (local, short-lived) | wpArrayWithCapacity |
compile-time constant |
| Heap (arena-backed) | wpArrayAllocCapacity |
runtime value |
wpArrayWithCapacity creates a VLA-like compound literal on the stack —
passing a runtime variable triggers undefined behaviour and compiler warnings.
Use wpArrayAllocCapacity with an arena allocator for runtime sizes.
Always use typed array aliases (WpU64Array, PrNodeIdArray, etc.) rather
than raw pointers when declaring array variables. Follow the existing typedef
pattern in the module (typedef Type *TypeArray).
Use named init flags (WP_ARRAY_INIT_NONE, WP_ARRAY_INIT_FILLED) instead of
bare 0 — they make the initialisation policy explicit.
WP_ARRAY_INIT_FILLED: setscount = capacityon allocation. Required when you plan to index into the array directly (not via append/push), since the array'scountmust reflect valid elements for any downstream use.WP_ARRAY_INIT_NONE: leavescount = 0. Use when you'll fill the array incrementally viawpArrayAppendCapped/wpArrayAppendAlloc.
Use wpArrayCapacity(arr), wpArrayCount(arr), wpArraySetCount(arr, n) to
query and control array state rather than computing sizes manually.
Local/scratch arenas
For function-local scratch allocations, use wpMemArenaAllocatorInitZero with a
fixed size rather than a stack buffer + InitWithBuffer:
WpAllocator scratch = wpMemArenaAllocatorInitZero(KiB(16));
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
- Save findings to
documents/research/<topic>.md. - When asked for a plan, write it to
documents/<PLAN_NAME>.mdand present a summary; iterate on the plan before writing any code. - Only start implementing after the plan is approved.
README
Keep README.md in sync with the project as it evolves. Update it when:
- The directory layout changes meaningfully
- Language, toolchain, or build system decisions are settled
- Dependencies are added or removed
- The project reaches a notable milestone
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.
Session Log — 2026-07-05
Completed
- DAG refactoring (
scratchpad/dag.c): Decoupled PrGraph from PrNodeManager. Graph tracks its own active vertices (vertex_count,max_vertex_ever,b8 active).prGraphAddEdge,prGraphTopologicalSortno longer takePrNodeManager*. Kahn's algorithm integrated intoprGraphAddEdgefor cycle detection with rollback. Output verified matching baseline. - RHI research document written to
documents/research/rendering-hardware-interface.md. Covers 8 reference RHIs, architecture patterns, core API surface, Vulkan-specific considerations, Slang integration, and proposed directory layout / lifecycle design. - Added NVRHI to
documents/resources.md.
Key Decisions
- Graph API is self-contained — no graphics or node-manager dependencies.
- RHI will use object-based + command-list-oriented architecture with vtbl dispatch.
- Object lifecycle:
prRhiCreate*/prRhiDestroy*with explicitWpAllocator*. - All GPU state explicit (no hidden pipeline state).
- Per-frame command pools and descriptor pools, arena-allocated scratch.
#version-macroconvention removed from Slang files;__slangdefine used instead.
Next Steps
- User reviews RHI research document, then iterate if needed.
- Begin implementing RHI layer: types header, device creation, Vulkan backend skeleton.
- Implement Slang shader compilation + reflection integration.
- Wire up per-frame lifecycle (command pool reset, descriptor pool reset, scratch reset).