2.3 KiB
2.3 KiB
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,prGraphTopologicalSortno longer takePrNodeManager*. Kahn's algorithm integrated intoprGraphAddEdgefor 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. - RHI API surface (
scratchpad/rhi/pr_rhi.h,pr_rhi_types.h): Full RHI API designed with compile-time alias dispatch, by-value desc structs, wapp array types for pointer+count replacement,PrRhiSwapchainResultenum, surface capabilities, compute pipeline support, all primitive topologies, and aligned function declarations grouped by subsystem section. - Initial opencode setup (opencode.json, justfile, skills, trimmed AGENTS.md).
Key Decisions
- Graph API is self-contained — no graphics or node-manager dependencies.
- RHI will use compile-time alias dispatch (
#define prRhiCreateDevice prRhiCreateDeviceVk) over vtbl — zero runtime overhead, dead-stripping, separate builds per backend. justfile(Just) as task runner.- Object lifecycle:
prRhiCreate*/prRhiDestroy*with explicitWpAllocator*. - All GPU state explicit (no hidden pipeline state).
- Per-frame command pools and descriptor pools, arena-allocated scratch.
#version-macroconvention removed from Slang files;__slangdefine used instead.- Desc structs passed by value (not
const *) for simpler caller ergonomics. - Array aliases grouped: opaque handles (
**) first, value types (*) second, separated by blank line — element types before array aliases before desc structs.
Next Steps
- Begin Vulkan backend implementation starting with
pr_rhi_vk_device.c(instance/device/surface/swapchain creation). - Implement Slang shader compilation + reflection integration.
- Wire up per-frame lifecycle (command pool reset, descriptor pool reset, scratch reset).