37 lines
2.3 KiB
Markdown
37 lines
2.3 KiB
Markdown
# 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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- **RHI API surface** (`scratchpad/rhi/pr_rhi.h`, `pr_rhi_types.h`): Full RHI API
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designed with compile-time alias dispatch, by-value desc structs, wapp array types
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for pointer+count replacement, `PrRhiSwapchainResult` enum, surface capabilities,
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compute pipeline support, all primitive topologies, and aligned function declarations
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grouped by subsystem section.
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- **Initial opencode setup** (opencode.json, justfile, skills, trimmed AGENTS.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 compile-time alias dispatch (`#define prRhiCreateDevice prRhiCreateDeviceVk`)
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over vtbl — zero runtime overhead, dead-stripping, separate builds per backend.
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- `justfile` (Just) as task runner.
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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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- Desc structs passed by value (not `const *`) for simpler caller ergonomics.
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- Array aliases grouped: opaque handles (`**`) first, value types (`*`) second, separated
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by blank line — element types before array aliases before desc structs.
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## Next Steps
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- Begin Vulkan backend implementation starting with `pr_rhi_vk_device.c` (instance/device/surface/swapchain creation).
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- Implement Slang shader compilation + reflection integration.
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- Wire up per-frame lifecycle (command pool reset, descriptor pool reset, scratch reset).
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