From c1b7e0809a4d84d2d3fe6034db367fcdee8e41c9 Mon Sep 17 00:00:00 2001 From: ozan Date: Mon, 19 Oct 2026 01:50:44 +0100 Subject: [PATCH] =?UTF-8?q?engine(windows-x64):=20publish=20a967d12bf=20?= =?UTF-8?q?=E2=80=94=20parallel=20draw-list=20replay=20+=20recording=20(de?= =?UTF-8?q?fault=20off);=20GodotSharp=20regenerated;=20engine-side=20tests?= =?UTF-8?q?:=20oracle=2010/10=20(VUID-00050=20finding=20recorded),=20DIC?= =?UTF-8?q?=20d3d12=2022/0=20validated,=20cull=5Fpool=204524/4524=20valida?= =?UTF-8?q?ted?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- README.md | 4 ++-- .../GodotSharp/Api/Debug/GodotPlugins.dll | 2 +- .../GodotSharp/Api/Debug/GodotPlugins.pdb | 4 ++-- .../GodotSharp/Api/Debug/GodotSharp.dll | 4 ++-- .../GodotSharp/Api/Debug/GodotSharp.pdb | 4 ++-- .../GodotSharp/Api/Debug/GodotSharp.xml | 4 ++-- .../GodotSharp/Api/Debug/GodotSharpEditor.dll | 2 +- .../GodotSharp/Api/Debug/GodotSharpEditor.pdb | 4 ++-- .../GodotSharp/Api/Release/GodotPlugins.dll | 2 +- .../GodotSharp/Api/Release/GodotPlugins.pdb | 2 +- .../GodotSharp/Api/Release/GodotSharp.dll | 4 ++-- .../GodotSharp/Api/Release/GodotSharp.pdb | 4 ++-- .../GodotSharp/Api/Release/GodotSharp.xml | 4 ++-- .../GodotSharp/Api/Release/GodotSharpEditor.dll | 2 +- .../GodotSharp/Api/Release/GodotSharpEditor.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.BuildLogger.dll | 2 +- .../GodotSharp/Tools/GodotTools.BuildLogger.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.Core.dll | 2 +- .../GodotSharp/Tools/GodotTools.Core.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.IdeMessaging.dll | 2 +- .../GodotSharp/Tools/GodotTools.IdeMessaging.pdb | 4 ++-- .../Tools/GodotTools.OpenVisualStudio.dll | 2 +- .../Tools/GodotTools.OpenVisualStudio.exe | 2 +- .../Tools/GodotTools.OpenVisualStudio.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.ProjectEditor.dll | 2 +- .../GodotSharp/Tools/GodotTools.ProjectEditor.pdb | 4 ++-- .../GodotSharp/Tools/GodotTools.Shared.dll | 2 +- .../GodotSharp/Tools/GodotTools.Shared.pdb | 2 +- engine/windows-x64/GodotSharp/Tools/GodotTools.dll | 2 +- engine/windows-x64/GodotSharp/Tools/GodotTools.pdb | 2 +- .../Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg | 4 ++-- .../nupkgs/Godot.SourceGenerators.4.7.2.nupkg | 4 ++-- .../GodotSharp/Tools/nupkgs/GodotSharp.4.7.2.nupkg | 4 ++-- .../Tools/nupkgs/GodotSharp.4.7.2.snupkg | 4 ++-- .../Tools/nupkgs/GodotSharpEditor.4.7.2.nupkg | 4 ++-- .../Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg | 4 ++-- .../tinqs.windows.editor.x86_64.mono.console.exe | 2 +- .../tinqs.windows.editor.x86_64.mono.exe | 4 ++-- manifest.json | 14 +++++++------- 39 files changed, 67 insertions(+), 67 deletions(-) diff --git a/README.md b/README.md index c47b595..1aca839 100644 --- a/README.md +++ b/README.md @@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon | Platform | Engine | Terrain3D | GodotSharp shipped? | |---|---|---|---| | `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/`) | -| `engine/windows-x64/` | **4.7.2** (`e64890fd3`) — same hash as macos-arm64: `4fde0e94` (G2 pooled cull, fixed shadow band, `STATIC_SHADOW_AT_REST`) plus the G4 mergeable-draw counter (the autorelease-drain fix is Apple-only); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | +| `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/`) | -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 to follow (`.agents/handoffs/forge-windows-parallel-replay.md`). Before that, Mac was engine `e64890fd` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.e64890fd3`): `4fde0e94` plus the separate render thread draining an Objective-C autorelease pool each flush — before, autoreleased Metal command buffers, encoders and drawables leaked ~88 Mach ports/s until no new Metal process could start (66k ports / 23 GB after 1.5 h); now flat at ~640 ports — and `RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME`. Underneath, `4fde0e94` added: G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_at_rest`, `env gpucull staticrest`); all default off. GodotSharp regenerated (API + Tools). Oracles on Metal: `multimesh_cull_pool` 4524/4524, `draw_indirect_count` 24/24. Windows is also engine `e64890fd` as of 2026-10-18 (`.agents/handoffs/forge-windows-e64890fd.md`) — both platforms and the `4.7.2@e64890fd3` pin share one hash; the autorelease-drain fix is Apple-only, Windows gains the G4 census counter (`env gpucull status` shows `(N mergeable)`). Headless game boot clean on Forge. Underneath, `4fde0e94` (`.agents/handoffs/forge-windows-g2-4fde0e94.md`) added: G2 pooled GPU cull over shared storage arenas (`rendering/occlusion_culling/gpu_cull_pooled`, game dial `env gpucull pool`), a fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `env gpucull shadowband`) and the `STATIC_SHADOW_AT_REST` shader built-in (`static_casters_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`), where the D3D12 oracle on RTX 5080 was 22 passed / 2 failed — the base-instance pair, the documented D3D12 gap (`.agents/handoffs/forge-windows-sscs-9dcc5d45.md`); `--gpu-validation` needs the D3D12 debug layer, which Forge lacks (Graphics Tools not installed). Still owed on Windows: `multimesh_cull_pool` oracle (gates making pool the default), the validation pass, and in-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014, pooled gpucull census, mergeable counter). +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 (`.agents/handoffs/forge-windows-parallel-replay.md`): 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, un-gating pooled-cull default per the G2 handoff. Vulkan SDK + Graphics Tools are now installed on Forge, closing the "--gpu-validation owed" notes. Still owed: the parallel handoff's in-game A/Bs (replay/record 4-state + occlusion on/off), 10-min soak + shadow-edge eye check, 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`). 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/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll index 4d49b7f..45715b3 100644 --- a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll +++ b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.dll @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4623c0dac8ac64e035bbb886663e1ccec57e7649284f8ee9b199a3f2be169769 +oid sha256:adc30c04a3e49d3c36970ee559466001263750cb9efa511a5687852a49c00f78 size 12288 diff --git a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb index fba9d3f..0b01000 100644 --- a/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb +++ b/engine/windows-x64/GodotSharp/Api/Debug/GodotPlugins.pdb @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid 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a/engine/windows-x64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg +++ b/engine/windows-x64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:7c096709d99d3952c82dac2fdeeacbe32ef50a1587990571775ee4046b9948b5 -size 261682 +oid sha256:fe6dce5ea734f0c8eb4ceb30cdc8c30a6fad707c41ffc88835f1d67c57fa21f5 +size 261684 diff --git a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe index b335d85..019e87d 100644 --- a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe +++ b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:4146973210349f33e51fe5e53baa8b166433972f5313942e2807d18d0d8af89b +oid sha256:0d52d55ba20b177bbef48822cedf3726fdfc4af376135c06808df73a8b3155ff size 243712 diff --git a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe index ff06c52..2fe1d1b 100644 --- a/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe +++ b/engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:361d143f66bdc936655a16264a7aa85b397338ae22fef15719a2a9ac176e1cd3 -size 184117248 +oid sha256:66b27d296ddb444247415cce2e248930055141d244fc8fea92ecf4be6ae1a7bb +size 184145408 diff --git a/manifest.json b/manifest.json index 0a5fc3f..8050e01 100644 --- a/manifest.json +++ b/manifest.json @@ -19,17 +19,17 @@ "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", "godotsharp": "engine/windows-x64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.e64890fd3", + "version": "4.7.2.stable.mono.custom_build.a967d12bf", "engine_repo": "tinqs/engine", - "engine_commit": "e64890fd3b", - "sha256": "361d143f66bdc936655a16264a7aa85b397338ae22fef15719a2a9ac176e1cd3", - "sha256_console": "4146973210349f33e51fe5e53baa8b166433972f5313942e2807d18d0d8af89b", + "engine_commit": "a967d12bf6", + "sha256": "66b27d296ddb444247415cce2e248930055141d244fc8fea92ecf4be6ae1a7bb", + "sha256_console": "0d52d55ba20b177bbef48822cedf3726fdfc4af376135c06808df73a8b3155ff", "target": "editor", - "built_on": "2026-10-18", - "built_by": "Ozan/Forge via ZCode (forge-windows-e64890fd handoff)", + "built_on": "2026-10-19", + "built_by": "Ozan/Forge via ZCode (forge-windows-parallel-replay handoff; engine-side tests run before publish)", "toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103", "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32", - "note": "Windows carries e64890fd3 \u2014 SAME hash as macos-arm64 (built at e64890fd3b): 4fde0e94 G2 pooled cull pair (see its note in git history) PLUS e64890fd3b \u2014 Apple-only render-thread autorelease drain (no Windows effect), RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME (new enum value 13, G4 census \u2014 env gpucull status shows '(N mergeable)'), Metal draw_indirect_count null scratch errors loudly (no Windows effect). GodotSharp regenerated from this binary \u2014 Api AND Tools. Headless game boot clean (0 binding errors); in-world smoke (host world, 0 wrapper errors, gpucull mergeable counter) per handoff still owed. Owed on Windows (carried): multimesh_cull_pool oracle on D3D12, --gpu-validation pass (Graphics Tools not installed on Forge), in-world gpucull census + pooled on/off, tree_wind compile check, crash-report checklist (8 steps). Editor target only \u2014 template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)." + "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)." } } }