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# 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

# OR run subsystem tests:
# make run_audio_tests run_gpu_tests run_3d_tests run_assets_tests run_util_tests

# 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.