InfinityRenderPipeline AGENTS.md

InfinityRenderPipeline AGENTS.md is an instructions file for Codex, OpenCode from haolange/InfinityRenderPipeline. It costs 5,244 tokens per session, scanned A, original, MPL-2.0.

A set of coding and architecture instructions for InfinityRenderPipeline, a rendering system for drawing graphics.

In plain words
What is it for?
Use it when changing InfinityRP code so entities, drawing data, render-graph work, namespaces, enums, and backends follow the project’s stated conventions.
Why use it?
It gives agents consistent rules for ownership, naming, caching, rendering APIs, and removal of outdated code paths.

Instructions file for CodexOpenCode

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add instructions/haolange/infinityrenderpipeline/agents-md
Clone the repo
git clone --depth 1 https://github.com/haolange/InfinityRenderPipeline

Made for: Codex, OpenCode.

Per session 5,244 This file is loaded in full into every session.
When invoked 5,244 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.05244 $0.05244
Opus 5 $0.02622 $0.02622
Sonnet 5 $0.01049 $0.01049
Haiku 4.5 $0.00524 $0.00524

Measured 3d ago against content hash a04129463892, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

InfinityRenderPipeline AGENTS.md scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 3d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

AGENTS.md · 184 lines

How it starts

The opening of the file, as written. The whole thing — 184 lines — stays where its author put it; the contents beside it link to each section on GitHub.

InfinityRP Agent Guide

This document defines coding conventions and collaboration rules for com.infinity.render-pipeline (InfinityRP).

Architecture principles

  1. Entity data belongs to the entity; draw descriptions only reference it. One logical object owns one TransformId / bounds. Submesh, material, and pass only add MeshDraw / template references.
  2. Cache stable templates; regenerate view results. MeshPassDraw is cacheable. Visibility, LOD, sort order, and compaction are per request/view.
  3. One public Mesh Drawing API for CPU and GPU backends. Callers use MeshDrawRequest / RGDrawListRef; backends stay internal.
  4. RenderGraph-native lifecycle. DeclareDrawList records only; structural pass culling runs first; only live DrawLists schedule work; cleanup is graph-owned.
  5. No legacy / deprecated compatibility layers. When a path is replaced, delete the old ownership path. Do not keep dual authorities.

Naming

Kind Convention Examples
Namespace InfinityTech.<Domain>[.<Sub>][.Editor] InfinityTech.Rendering.MeshPipeline
Enum E prefix EPassType, EMeshBackendPolicy
Geometry / handle struct F prefix FBound, FBufferRef, FPlane
RenderGraph type RG prefix RGBuilder, RGDrawListRef
Job *Job suffix MeshInstanceCullingJob
Private instance field m_ + PascalCase m_RGBuilder
Static readonly s_ prefix s_Shader
Shader property IDs ID_ or semantic names on InfinityShaderIDs TransformBuffer
Shader bindings SRV_ / UAV_ / CBV_ (HLSL/C#) SRV_DepthTexture

Organization

  • Extend InfinityRenderPipeline only via partial files under Runtime/RenderPipeline/Pass/.
  • Pass file pattern: XxxPassData struct + optional XxxPassUtilityData + pipeline method.
  • Prefer #region in Editor inspectors; avoid in hot Runtime paths.
  • One primary type per file unless Pass/Feature grouping clearly benefits.

Read the full file on GitHub · 184 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 3d ago First seen · 184 lines · 5,244 tokens per session scan A a04129463892

Subscribe to this mod's changes

InfinityRenderPipeline AGENTS.md is an instructions file published in the GitHub repository haolange/InfinityRenderPipeline (271 stars, last pushed 17d ago), licensed MPL-2.0. It adds 5,244 tokens to every session, about $0.0262 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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