diff --git a/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md b/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md new file mode 100644 index 0000000..f317fd2 --- /dev/null +++ b/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md @@ -0,0 +1,23 @@ +# Forge (Windows) — rebuild engine main at 0ec39c95 (GPU diet + R0 P5) + +Mac `engine/macos-arm64` is engine `0ec39c95` (2026-10-17). Windows is still `1e7be28b1`. The game pins `4.7.2` +without a hash until Windows carries the same commit; then pin `4.7.2@0ec39c95` in ariki-game `project.godot`. + +## Build +`tinqs pull` the engine, then the `windows-x64` manifest flags (MSVC, `platform=windows target=editor +module_mono_enabled=yes`), regenerate GodotSharp from that binary, publish binary + console binary + GodotSharp here +with sha256s, note in `manifest.json`. + +## New and NOT yet compiled on Windows (no toolchain on the Mac) +- `platform/windows/crash_report_windows.{h,cpp}`, `crash_handler_windows_seh.cpp` / `_signal.cpp` (MiniDumpWriteDump, + pre-started writer thread, unhandled-exception filter), `os_windows_stack_sampling.cpp` (freeze watchdog stack walk), + dbghelp/psapi linked in every target (`detect.py`, `SCsub`). +- `drivers/d3d12/rendering_device_driver_d3d12.{h,cpp}`: GetDeviceRemovedReason + DRED on device removal. +- Verification checklist: engine `.agents/wiki/crash-freeze-and-error-reporting.md` (8 steps: main-thread crash, + worker-thread crash, stack overflow, native freeze, C# freeze, D3D12 TDR via `dxcap -forcetdr --gpu-breadcrumbs`, + `--disable-crash-handler` writes nothing, release template build links dbghelp). + +## Bench after the build (the pacer box) +ariki-game `.agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md` and `render-thread-diet-2026-10-17.md`: +run the Jungle/Main stands with `--gpu-profile`; the RENDER CPU PROFILE block now prints `_draw wall` and +`end_frame (graph replay + submit)` — the split of the 12.6 ms render-thread floor that Phase 0 asked for. diff --git a/README.md b/README.md index cb549c0..b451fb5 100644 --- a/README.md +++ b/README.md @@ -31,10 +31,10 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon | Platform | Engine | Terrain3D | GodotSharp shipped? | |---|---|---|---| -| `engine/macos-arm64/` | **4.7.2** (`1e7be28b`) — GPU-driven MultiMesh culling Stage A+B+B2+C (HZB occlusion, default off) + static cache single-sample / hard-filter options + true Metal GPU profile + parallel shadow fill, on top of the shadow diet, `get_video_adapter_memory()`, device-lost diagnostics | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/macos-arm64/` | **4.7.2** (`0ec39c95`) — normal-roughness pre-pass built-in, tonemap cinematic stack, render-thread CPU profile, crash/freeze/device-lost reporting + structured engine errors (R0 P5), on top of everything `1e7be28b` had | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.7.2** (`b1bc0aef`) — upstream bugfixes + static shadow cache (no memory query yet) | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets all of the above when Forge rebuilds from main - do not pin `required_engine_build` before that. Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when Forge rebuilds from main. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). +Mac is engine `0ec39c95` as of 2026-10-17 (`--version` prints `4.7.2.stable.mono.custom_build.0ec39c954`): `IN_NORMAL_ROUGHNESS_PASS` (heavy materials skip their texture work in the SSAO/SSIL pre-pass), the cinematic stack (CA, vignette, grain) inside the tonemap pass, render-thread CPU in `--gpu-profile`, and R0 P5 crash dumps / freeze watchdog / D3D12 device-removed reason / structured engine errors. Windows is still `1e7be28b1` until Forge rebuilds from engine main ([`.agents/handoffs/forge-windows-gpu-diet-r0-p5.md`](.agents/handoffs/forge-windows-gpu-diet-r0-p5.md)); the game pins `4.7.2` without a hash until both platforms carry `0ec39c95`. Earlier: Mac is engine `1e7be28b` as of 2026-10-05 night (`--version` prints `4.7.2.stable.mono.custom_build.1e7be28b1`; same code as `b0daf759`, relinked to match the Windows pair so `required_engine_build` is pinned to `4.7.2@1e7be28b`): GPU culling Stage C (previous-frame depth-pyramid occlusion, default off), zero per-frame cull uploads, static-cache single-sample + hard-filter options (default = unchanged), true per-pass Metal GPU profile, parallel shadow instance fill, on top of Stage B2 CPU band skip for GPU-culled MultiMeshes (the x4.7 draw explosion of `gpucull veg on` is gone; the path still stays off by default) on top of everything 51ed21d5 had (shadow diet incl. tile budget / live caster size cull / inverted-contract switch, video adapter memory query, GPU device-lost diagnostics) plus GPU-driven MultiMesh culling Stage A (compute frustum cull + indirect draws, `multimesh_set_gpu_cull`) and Stage B (per-instance GPU LOD bands, `multimesh_set_gpu_lods`), real Metal GPU timestamps (`renderGpuMs`), staggered far cascades, fit-to-visible-depth (SDSM-lite, default off), the Metal argument-buffer copy-queue stall fix and the Vulkan breadcrumb barrier fix (#185). Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets all of the above when Forge rebuilds from main - do not pin `required_engine_build` before that. Windows is `b1bc0aef` (2026-09-28, 4.7.2 + static shadow cache) and gets the memory query when Forge rebuilds from main. The engine source repo stays private. Check `manifest.json` for sha256. The 4.7 Windows cutover handoff is resolved: [`.agents/handoffs/forge-windows-4.7.md`](.agents/handoffs/forge-windows-4.7.md). Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`. diff --git a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll index 9e209d7..6997153 100644 --- a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll +++ b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:0e53b0bd5219bee19e0c62bfde389efbb69bfeb46ce6394d2e86f7afefdcb2c2 +oid sha256:bb3625c9013e136dcfd75f4e4a5fb1e749fa02be2a71ee7d35a21ec820ca86c4 size 12288 diff --git a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb index 4468c07..8526eb7 100644 --- a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb +++ b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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a/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg index ea50591..7d45308 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5fba3bffd99ec03ae24a5283e5512e7f03639c3216e6db3b3e9f31a3cf858fa2 -size 6888 +oid sha256:a5e01927e433caec5fe311c61f1a7ce1d2e55e8053c94b2459ca46a6ad58edfc +size 6885 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg index 94c0e5a..6012a4c 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/Godot.SourceGenerators.4.7.2.nupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:3ae910a48fe82fa875904fa7ab5f85ce4d2f63896dfc755a52cf1cf7780e6bd1 -size 44951 +oid sha256:9390de31984f3922332ef60438dfdc81f45d026b737e74aa7666f30ae992c52e +size 44949 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.nupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.nupkg index 4ff9af0..664a332 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.nupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.nupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5c6ea4da65941f4da8cff3415a855375b74a48c5dc978d583d58ede9c1caec79 -size 3271978 +oid sha256:14855a3bc9f4fdb5750360f630d1b03474f47586755430acb74b001e3e768b94 +size 3272489 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.snupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.snupkg index a1ad883..a9df464 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.snupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.snupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:8270243be15baeadbd140b7f00fba596917235090a1bfa6ddd570a77dc0e3560 -size 4267665 +oid sha256:c2536f22a87bdcaa37793d74d3b7b6868045ef7be27b852d81aa943869808961 +size 4269721 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg index c02e9f2..121a893 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5ed6ad4b961fdb4f15104075566477a15b17e74d04f85837b429ce7d45f9de1f -size 177168 +oid sha256:1780968c55fd1178f1eeb02e5e578ae6bd3abaf0cccead329d98c5b9d1fb463a +size 177152 diff --git a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg index 9228077..3cb4f4f 100644 --- a/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:21fc8412b76f87b5777314452cc0ab45263b3f66ba26a9b4400dd61ad91b1239 -size 262729 +oid sha256:4ec9bf65c4e902209e175b58531a022e0270e4b2abbefb4eee2c0649e7fc57db +size 262687 diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index ddbe428..8014c5a 100755 --- a/engine/macos-arm64/tinqs.macos.editor.arm64.mono +++ b/engine/macos-arm64/tinqs.macos.editor.arm64.mono @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:5facd3e614ead0f5bb93bcd49b468a7b8b4dd7f23e26a5aa81d7243645547c0a -size 136895632 +oid sha256:dcc7a6d183806d3a88d055c3d5c394f22d6b8e4f0750a897c99189b8f602707c +size 136929328 diff --git a/manifest.json b/manifest.json index d1d8f5f..0c60de0 100644 --- a/manifest.json +++ b/manifest.json @@ -4,16 +4,16 @@ "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", "godotsharp": "engine/macos-arm64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.1e7be28b1", + "version": "4.7.2.stable.mono.custom_build.0ec39c954", "engine_repo": "tinqs/engine", - "engine_commit": "1e7be28b", - "sha256": "5facd3e614ead0f5bb93bcd49b468a7b8b4dd7f23e26a5aa81d7243645547c0a", + "engine_commit": "0ec39c95", + "sha256": "dcc7a6d183806d3a88d055c3d5c394f22d6b8e4f0750a897c99189b8f602707c", "target": "editor", - "built_on": "2026-10-05", - "built_by": "Ozan/Kraken via Claude (engine round 2 evening: Stage C + housekeeping, single-sample static cache, Metal profiler fix, parallel shadow fill)", + "built_on": "2026-10-17", + "built_by": "Ozan/Kraken via Claude (GPU frame diet + R0 P5 crash/freeze reporting)", "toolchain": "Xcode (Apple Silicon), SCons, VulkanSDK 1.4.350.0", "scons_flags": "platform=macos target=editor arch=arm64 module_mono_enabled=yes vulkan_sdk_path=~/VulkanSDK/1.4.350.0/macOS", - "note": "Mac. Engine 1e7be28b = b0daf759 code + one docs commit, relinked so macOS and Windows carry the SAME engine commit for the pin. Mac. Engine 1e7be28b = b0daf759 code + a docs commit, relinked so macOS and Windows carry the SAME engine commit for the required_engine_build pin (4.7.2@1e7be28b). Engine b0daf759 on top of 615e852f: GPU-driven MultiMesh culling Stage C (previous-frame HZB occlusion for the camera cull set, default off: multimesh_gpu_cull_set_occlusion / rendering/occlusion_culling/gpu_hzb) + housekeeping (one command buffer per MultiMesh, zero per-frame uploads, one dispatch per MultiMesh, RENDERING_INFO_GPU_CULL_DISPATCHES/INDIRECT_DRAWS_IN_FRAME = 11/12); static shadow cache single-sample mode (static_single_sample + directional_static_shadow_set_single_sample, default off) and static_soft_filter (default true = today's soft PCF; false = hard 2x2, measured -16 ms GPU at a village stand on M1 with the cache on); Metal GPU profile timestamps drain before sampling (per-pass table is true now); shadow passes fill instance data in parallel. GodotSharp regenerated (MultimeshGpuCullSetOcclusion, DirectionalStaticShadowSetSingleSample present). Smoke on Kraken: 0 wrapper errors, world + large village. windows-x64 is 1e7be28b1 too (Forge, d4cf0b7); pin set in ariki-game project.godot." + "note": "Mac. Engine 0ec39c95 on top of 1e7be28b: IN_NORMAL_ROUGHNESS_PASS spatial built-in (heavy materials skip texture work in the SSAO/SSIL normal-roughness pre-pass: terrain pre-pass 2.5 -> 0.6 ms on M1 Max); per-Environment cinematic stack in the tonemap pass (RenderingServer.environment_set_tinqs_cinematic: chromatic aberration, vignette, film grain); --gpu-profile prints render-thread CPU per label + _draw wall + end_frame; R0 P5: crash reports in user://crash/ in every build (Windows minidump + JSON sidecar, macOS JSON + backtrace), freeze watchdog (debug/settings/freeze_watchdog/timeout_sec, default 10), D3D12 device-removed reason + DRED, AgentLog structured error records (get_error_records / get_last_error_id / set_crash_context). GodotSharp regenerated (EnvironmentSetTinqsCinematic present). Smoke on Kraken: new API + AgentLog methods + shader built-in; the game ran the same commit (symbol build) in-world at 60-70 fps. windows-x64 is still 1e7be28b1 until Forge rebuilds from engine main (handoff forge-windows-gpu-diet-r0-p5.md); the game pins 4.7.2 (no hash) until both platforms carry 0ec39c95." }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",