# Contributing Guidelines --- ## Commit Policy ### Verify Before Committing **Automated (Recommended):** ```bash ./scripts/check_all.sh ``` **Manual:** ```bash # 1. Tests cmake -S . -B build -DDEMO_BUILD_TESTS=ON -DDEMO_BUILD_TOOLS=ON cmake --build build -j4 cd build && ctest --output-on-failure # 2. Windows (if mingw-w64 installed) ./scripts/build_win.sh ``` ### Debug Logging Verification ```bash cmake -S . -B build_debug_check -DDEMO_ENABLE_DEBUG_LOGS=ON cmake --build build_debug_check -j4 ``` **Debug macros** (`src/util/debug.h`): - `DEBUG_LOG_AUDIO`, `DEBUG_LOG_RING_BUFFER`, `DEBUG_LOG_TRACKER`, `DEBUG_LOG_SYNTH`, `DEBUG_LOG_3D`, `DEBUG_LOG_ASSETS`, `DEBUG_LOG_GPU` ### Code Formatting ```bash clang-format -i $(git ls-files | grep -E '\.(h|cc)$' | grep -vE '^(assets|archive|third_party)/') ``` Never format `third_party/`. ### File Requirements - Newline at end of file - 3-line header comment - Max 500 lines (split if larger) --- ## Coding Style ### Core Rules - `const` everywhere possible - `const T* name` not `const T *name` - Pre-increment `++x` not `x++` - Spaces around operators: `x = (a + b) * c;` - No trailing whitespace - No `auto` (except complex iterators) - No C++ casts (`static_cast`, `reinterpret_cast`) See `doc/CODING_STYLE.md` for detailed examples. --- ## Development Protocols ### Adding Visual Effect 1. Implement `Effect` subclass in `src/gpu/demo_effects.cc` 2. Add to workspace `timeline.seq` (e.g., `workspaces/main/timeline.seq`) 3. **Update `test_demo_effects.cc`**: - Add to test list - Increment `EXPECTED_*_COUNT` 4. Verify: ```bash cmake -S . -B build -DDEMO_BUILD_TESTS=ON cmake --build build -j4 --target test_demo_effects cd build && ./test_demo_effects ``` ### Audio Initialization **Production:** ```cpp audio_init(); static AudioEngine g_audio_engine; g_audio_engine.init(); g_audio_engine.update(music_time); ``` **Tests:** ```cpp AudioEngine engine; engine.init(); engine.update(1.0f); engine.shutdown(); ``` Direct synth APIs (`synth_register_spectrogram`, `synth_trigger_voice`, etc.) are valid for performance-critical code. ### Fatal Error Checking Use `src/util/fatal_error.h` for programming errors only: ```cpp // Most common (90%) FATAL_CHECK(pos < capacity, "overflow: %d >= %d\n", pos, capacity); // Unconditional FATAL_ERROR("Invalid state: %d\n", state); // Unreachable switch (type) { case A: return handle_a(); default: FATAL_UNREACHABLE(); } // Assertion FATAL_ASSERT(ptr != nullptr); // Complex validation FATAL_CODE_BEGIN if (depth > MAX) FATAL_ERROR("depth=%d\n", depth); FATAL_CODE_END ``` **DO NOT** use for expected errors (file not found, network errors). **Build modes:** - Debug/STRIP_ALL: All checks enabled - FINAL_STRIP: All checks stripped (~500-600 bytes saved) **Test both:** ```bash cmake -S . -B build && cmake --build build -j4 && cd build && ctest ./scripts/build_final.sh ``` ### Script Maintenance After hierarchy changes (moving files, renaming), verify: ```bash ./scripts/check_all.sh ./scripts/gen_coverage_report.sh ``` --- ## Uniform Buffer Checklist To ensure consistency and prevent alignment-related issues: 1. **Define WGSL Structs:** Pay attention to type alignment (`f32`, `vec2`, `vec3`, `vec4`) and use explicit padding where necessary. 2. **Mirror in C++:** Create corresponding C++ structs that mirror WGSL definitions. 3. **`static_assert` for Size:** Every C++ struct must have a `static_assert` verifying size matches WGSL. 4. **Standard Bindings:** - **Binding 2:** Always use `CommonPostProcessUniforms` for per-frame data (resolution, time, beat). - **Binding 3:** Use effect-specific parameter structs for unique data. 5. **Shader Consistency:** Ensure WGSL shaders correctly declare uniforms at specified bindings. 6. **Validation Script:** Run `tools/validate_uniforms.py` to catch discrepancies. 7. **Documentation:** Refer to `doc/UNIFORM_BUFFER_GUIDELINES.md` for detailed alignment rules.