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authorskal <pascal.massimino@gmail.com>2026-03-10 09:28:08 +0100
committerskal <pascal.massimino@gmail.com>2026-03-10 09:28:08 +0100
commitef205b6eda78f1dcf65aa696dedf1f8c0707ff30 (patch)
tree4e8512b0e9eb34aa56c01dfa667fd68e07050e93 /doc/CODING_STYLE.md
parente10eea9d89440c9494c86433c15baaca58705ffd (diff)
fix: use ShaderComposer in RotatingCube; add rule to CODING_STYLE
rotating_cube_effect.cc was bypassing ShaderComposer, causing #include directives in rotating_cube.wgsl to fail at runtime. handoff(Claude): ShaderComposer rule documented and enforced in rotating_cube. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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diff --git a/doc/CODING_STYLE.md b/doc/CODING_STYLE.md
index 7d45027..6ef7326 100644
--- a/doc/CODING_STYLE.md
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@@ -166,6 +166,24 @@ Three-line header for all source files.
## WGSL Shader Style
+### Always Use ShaderComposer (Required)
+
+**Rule:** Always load `.wgsl` shaders via `ShaderComposer::Get().Compose(...)`, even if the shader has no `#include` directives. Never pass the raw shader string directly to `wgpuDeviceCreateShaderModule`.
+
+```cpp
+// Correct
+const std::string src = ShaderComposer::Get().Compose({}, my_shader_wgsl);
+WGPUShaderSourceWGSL wgsl_src = {};
+wgsl_src.code = str_view(src);
+
+// Wrong - bypasses #include resolution
+wgsl_src.code = str_view(my_shader_wgsl);
+```
+
+**Rationale:** Shaders may gain `#include` directives later; bypassing `ShaderComposer` silently breaks them at runtime with no compile error.
+
+---
+
### File Header (Required)
Every `.wgsl` file must start with a 2-line comment header: