Update AGENTS.md
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@@ -236,3 +236,30 @@ Only commit when explicitly asked. When asked:
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- Stage only intended files.
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- Write a short, conventional commit message in present tense.
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- Never amend, force-push, or create PRs without a request.
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## Session Log — 2026-07-05
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### Completed
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- **DAG refactoring** (`scratchpad/dag.c`): Decoupled PrGraph from PrNodeManager.
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Graph tracks its own active vertices (`vertex_count`, `max_vertex_ever`, `b8 active`).
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`prGraphAddEdge`, `prGraphTopologicalSort` no longer take `PrNodeManager*`.
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Kahn's algorithm integrated into `prGraphAddEdge` for cycle detection with rollback.
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Output verified matching baseline.
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- **RHI research document** written to `documents/research/rendering-hardware-interface.md`.
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Covers 8 reference RHIs, architecture patterns, core API surface, Vulkan-specific
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considerations, Slang integration, and proposed directory layout / lifecycle design.
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- Added NVRHI to `documents/resources.md`.
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### Key Decisions
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- Graph API is self-contained — no graphics or node-manager dependencies.
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- RHI will use object-based + command-list-oriented architecture with vtbl dispatch.
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- Object lifecycle: `prRhiCreate*` / `prRhiDestroy*` with explicit `WpAllocator*`.
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- All GPU state explicit (no hidden pipeline state).
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- Per-frame command pools and descriptor pools, arena-allocated scratch.
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- `#version-macro` convention removed from Slang files; `__slang` define used instead.
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### Next Steps
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1. User reviews RHI research document, then iterate if needed.
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2. Begin implementing RHI layer: types header, device creation, Vulkan backend skeleton.
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3. Implement Slang shader compilation + reflection integration.
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4. Wire up per-frame lifecycle (command pool reset, descriptor pool reset, scratch reset).
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