engine(windows-x64): publish a967d12bf — parallel draw-list replay + recording (default off); GodotSharp regenerated; engine-side tests: oracle 10/10 (VUID-00050 finding recorded), DIC d3d12 22/0 validated, cull_pool 4524/4524 validated
This commit is contained in:
1 parent
22943169cc
commit
c1b7e0809a
39 files changed
+67
-67
No files matched your search
+7
-7
@@ -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)."
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user