engine(macos-arm64): publish d4940046 - parallel-replay secondary command pools reset per frame (VUID-vkBeginCommandBuffer-00050 fix); GodotSharp regenerated, API unchanged; Windows still a967d12bf, pin moves when Forge publishes d4940046
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z
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@@ -31,7 +31,7 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
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| Platform | Engine | Terrain3D | GodotSharp shipped? |
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|---|---|---|---|
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| `engine/macos-arm64/` | **4.7.2** (`a967d12b`) — `e64890fd` plus parallel draw-list replay (Vulkan secondary command buffers) and parallel draw-list recording (Forward+ render lists over worker threads, every driver) | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/macos-arm64/` | **4.7.2** (`d4940046`) — `a967d12b` (parallel draw-list replay + recording) plus the parallel-replay command-pool reset (VUID-00050 fix) | built-in module | ✅ yes (`GodotSharp/`) |
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| `engine/windows-x64/` | **4.7.2** (`a967d12bf`) — same hash as macos-arm64: `e64890fd` plus parallel draw-list replay + recording (both default off; oracle 10/10, one VUID finding recorded); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
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Mac is engine `a967d12b` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.a967d12bf`): `e64890fd` plus parallel draw-list replay (Vulkan only) and parallel draw-list recording (every driver), both engine-default off and turned on by the game; GodotSharp regenerated; oracle `parallel_draw_replay` Vulkan 10/10, Metal 5/5 (`engine/.agents/wiki/parallel-draw-replay.md`). **Windows is also engine `a967d12bf` as of 2026-10-19** — Forge ran the engine-side tests before publishing (engine `.agents/wiki/parallel-draw-replay.md` § Windows (Forge)): replay+record oracle Vulkan with validation **10/10 exit 0** but **10× VUID-vkBeginCommandBuffer-00050** in the first parallel state (secondary command buffers re-begun from pools without `RESET_COMMAND_BUFFER_BIT`; feature-off control = 0 VUIDs; NVIDIA tolerates it, MoltenVK never flagged — engine-owner fix owed); `draw_indirect_count` d3d12 with the newly installed debug layer **22/0 + expected SKIP line** (the old 22/2 was the no-layer run where base-instance ran instead of skipping); `multimesh_cull_pool` d3d12 **4524/4524** — parity with Mac. Vulkan SDK + Graphics Tools are now installed on Forge, closing the "--gpu-validation owed" notes. Still owed (same wiki section): the VUID-00050 fix + a `--gpu-validation` soak, tests=yes unit suites, crash checklist. Before this, Mac was engine `e64890fd` as of 2026-10-18: `4fde0e94` plus the Apple autorelease-drain fix (Mach-port leak, flat at ~640 ports now) and the G4 mergeable-draw census. Underneath, `4fde0e94` added G2 pooled GPU cull (`env gpucull pool`), fixed shadow LOD band (`env gpucull shadowband`) and `STATIC_SHADOW_AT_REST` (`env gpucull staticrest`; the game's `tree_wind.gdshader` uses it); all default off. Underneath is the `9dcc5d458` pair (SSCS contact shadows, hero shadow min-combine, upstream 4.8 shadow fixes #121775/#124348 with the game sun bias 0.014, `draw_list_draw_indirect_count`).
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@@ -4,16 +4,16 @@
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"macos-arm64": {
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"binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono",
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"godotsharp": "engine/macos-arm64/GodotSharp",
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"version": "4.7.2.stable.mono.custom_build.a967d12bf",
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"version": "4.7.2.stable.mono.custom_build.d49400463",
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"engine_repo": "tinqs/engine",
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"engine_commit": "a967d12b",
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"sha256": "abc6dc79990ad53949b35bee0f5a2029a0c0b49803c25ae3b3b792c0d233f563",
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"engine_commit": "d4940046",
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"sha256": "4fafb8bd62e1448fadd0a41ac4a938ba7b9050c1d7b6f1219fd7c13b48bdee50",
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"target": "editor",
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"built_on": "2026-10-19",
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"built_by": "Ozan/Kraken via Claude (parallel draw-list replay + recording)",
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"built_by": "Ozan/Kraken via Claude (parallel replay command-pool reset)",
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"toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0",
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"scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS",
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"note": "Mac. Engine a967d12b = e64890fd + parallel draw-list replay (06ecc5df: large draw lists recorded into Vulkan secondary command buffers on worker threads at frame end; Vulkan only, no effect on Metal) + parallel draw-list recording (Forward+ render lists split over worker threads into RenderingDevice sub-lists; every driver) + PipelineHashMapRD RWLock. Project settings rendering/rendering_device/parallel_draw_{replay,recording}/* (engine default off; the game turns both on). GodotSharp regenerated (with Tools/). Oracle tests/gpu_oracle/parallel_draw_replay: Vulkan/MoltenVK 10/10, Metal 5/5 pixel-identical. Windows at e64890fd3; Forge to build a967d12b (handoff forge-windows-parallel-replay.md)."
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"note": "Mac. Engine d4940046 = a967d12b + each parallel-replay secondary command pool is reset at the frame's graph begin (fixes VUID-vkBeginCommandBuffer-commandBuffer-00050 seen on NVIDIA with validation; Vulkan only, no effect on Metal). GodotSharp regenerated (with Tools/), API unchanged. Oracle tests/gpu_oracle/parallel_draw_replay Vulkan/MoltenVK 10/10; game hosts a world on Metal, 0 wrapper errors. Windows at a967d12bf; the game pin moves to d4940046 once Forge publishes windows-x64 at it with the oracle clean under --gpu-validation."
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},
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"windows-x64": {
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"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
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@@ -29,7 +29,7 @@
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"built_by": "Ozan/Forge via ZCode (forge-windows-parallel-replay handoff; engine-side tests run before publish)",
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"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103",
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"scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
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"note": "Windows carries a967d12bf — SAME hash as macos-arm64 (built at a967d12bf6): e64890fd pair (see its note in git history) PLUS 06ecc5df parallel draw-list replay (Vulkan, chunks re-recorded into secondary command buffers on worker threads at frame end; rendering/rendering_device/parallel_draw_replay/*, DEFAULT OFF) PLUS a967d12bf parallel draw-list recording (Forward+ splits render lists over worker threads at record time, every driver; rendering/rendering_device/parallel_draw_recording/*, DEFAULT OFF; set_parallel_draw_recording / get_parallel_draw_recording_info). GodotSharp regenerated from this binary — Api AND Tools (SetParallelDrawRecording + GetParallelDrawRecordingInfo + SetParallelDrawReplay + GetParallelDrawReplayInfo present). ENGINE-SIDE TESTS (RTX 5080, Vulkan SDK + D3D12 debug layer NOW INSTALLED on Forge): parallel_draw_replay oracle vulkan+validation 10/10 exit 0 — BUT VUID-vkBeginCommandBuffer-00050 x10 fires in the first parallel state (secondary cmd buffers re-begun from pools without RESET_COMMAND_BUFFER_BIT; control with feature off = 0 VUIDs) — spec-UB the NVIDIA driver currently tolerates, MoltenVK never flagged; engine-owner fix owed (pool flag or vkResetCommandBuffer). draw_indirect_count d3d12 + debug layer: 22/0 + expected SKIP base-instance line, exit 0 (old 22/2 was the no-layer run). multimesh_cull_pool d3d12 + debug layer: 4524/4524 exit 0 — parity with Mac, UN-GATES making pooled cull the default per the G2 handoff. Still owed: in-game A/Bs of the parallel handoff (replay/record 4-state + occlusion on/off), 10-min replay soak + shadow-edge eye check, tests=yes unit suites, crash checklist (8 steps). Editor target only — template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
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"note": "Windows carries a967d12bf \u2014 SAME hash as macos-arm64 (built at a967d12bf6): e64890fd pair (see its note in git history) PLUS 06ecc5df parallel draw-list replay (Vulkan, chunks re-recorded into secondary command buffers on worker threads at frame end; rendering/rendering_device/parallel_draw_replay/*, DEFAULT OFF) PLUS a967d12bf parallel draw-list recording (Forward+ splits render lists over worker threads at record time, every driver; rendering/rendering_device/parallel_draw_recording/*, DEFAULT OFF; set_parallel_draw_recording / get_parallel_draw_recording_info). GodotSharp regenerated from this binary \u2014 Api AND Tools (SetParallelDrawRecording + GetParallelDrawRecordingInfo + SetParallelDrawReplay + GetParallelDrawReplayInfo present). ENGINE-SIDE TESTS (RTX 5080, Vulkan SDK + D3D12 debug layer NOW INSTALLED on Forge): parallel_draw_replay oracle vulkan+validation 10/10 exit 0 \u2014 BUT VUID-vkBeginCommandBuffer-00050 x10 fires in the first parallel state (secondary cmd buffers re-begun from pools without RESET_COMMAND_BUFFER_BIT; control with feature off = 0 VUIDs) \u2014 spec-UB the NVIDIA driver currently tolerates, MoltenVK never flagged; engine-owner fix owed (pool flag or vkResetCommandBuffer). draw_indirect_count d3d12 + debug layer: 22/0 + expected SKIP base-instance line, exit 0 (old 22/2 was the no-layer run). multimesh_cull_pool d3d12 + debug layer: 4524/4524 exit 0 \u2014 parity with Mac, UN-GATES making pooled cull the default per the G2 handoff. Still owed: in-game A/Bs of the parallel handoff (replay/record 4-state + occlusion on/off), 10-min replay soak + shadow-edge eye check, tests=yes unit suites, crash checklist (8 steps). Editor target only \u2014 template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
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}
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}
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}
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