Update AGENTS.md

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