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docs: 4차 완료 반영 — E3·P3·L4=C1 체크, 잔여 항목 기록
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docs: 계획 문서 갱신 — 재설계 진행 반영과 신규 계획 2종
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chore: 렌더링 로드맵 재정렬 및 미사용 GC 제거
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refactor: 렌더 프레임과 RHI 제출 경계를 비동기화
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refactor: RHI 라이브 경계와 렌더 스레드 발행 경로를 통합
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#144:
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refactor: RenderGraph 병렬 실행을 backend 중립 경로로 전환
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docs: RHI GPU 메모리 수명관리 구현 현황 갱신
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docs: RHI 이식과 GPU 수명관리 검증 현황을 정리
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Implement completion-aware RHI memory lifetimes
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feat: RHI Vulkan 경계 확장 및 대형 업로드 개선
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refactor: 골격 비계 소멸 — 비계가 재던 것을 본채가 잰다 (5 마무리, 슬라이스 5 종결)
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feat: 그리드가 두 백엔드에서 돈다 — 픽셀 편차 0 (5d, 슬라이스 5 완료)
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feat: Vulkan 업로드 링·디스크립터 풀 — 상수 버퍼가 픽셀로 확인됐다 (5c-4d)
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feat: VulkanDeviceResources 가 IRenderDeviceServices 를 구현한다 (5c-4c)
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feat: VulkanEncoder 가 RHIEncoder 를 상속한다 — 5c-4b
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feat: Vulkan 리소스 표 — 5c-4a
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refactor: IRenderDeviceServices 가 중립이 됐다 — 5c-3
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refactor: IBL 생성기가 DX12 전용임을 타입으로 말한다 — 5c-2
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refactor: 리소스에게 되묻는 길을 중립으로 — 5c-1 DescribeTexture
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refactor: 그래프가 중립 인터페이스를 든다 — G-2a (5c 의 전제)
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refactor: 렌더 타깃 바인딩을 불투명 값으로 — A 완료 5b
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refactor: 중립 값 타입을 RHI/ 로 올린다 — A 완료 5a (V7 의 필요분)
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refactor: 그래프가 디바이스와 커맨드 리스트를 놓는다 — G-1 (69)
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refactor: 즉시 인코더·샘플러·메시 바인딩을 중립으로 — A-3 · A-4
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refactor: 인코더의 배리어·복사·사각형을 중립으로 — A-6 (4)
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