From 004ca6d959101c93352bffc140d524c97f000e49 Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Sun, 18 Oct 2026 21:05:12 +0100 Subject: [PATCH] =?UTF-8?q?engine(macos-arm64):=20publish=20e64890fd=20?= =?UTF-8?q?=E2=80=94=20Apple=20render-thread=20autorelease=20drain=20(Mach?= =?UTF-8?q?-port/Metal=20leak=20under=20thread=5Fmodel=3D2),=20G4=20mergea?= =?UTF-8?q?ble-draw=20counter;=20GodotSharp=20regenerated;=20Forge=20hando?= =?UTF-8?q?ff?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Opus 5.5 (1M context) Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m --- .agents/handoffs/forge-windows-e64890fd.md | 15 +++++++++++++++ README.md | 4 ++-- .../GodotSharp/Api/Debug/GodotPlugins.dll | 2 +- .../GodotSharp/Api/Debug/GodotPlugins.pdb | 2 +- .../GodotSharp/Api/Debug/GodotSharp.dll | 2 +- .../GodotSharp/Api/Debug/GodotSharp.pdb | 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 | 2 +- .../GodotSharp/Api/Release/GodotSharp.pdb | 4 ++-- .../GodotSharp/Api/Release/GodotSharpEditor.dll | 2 +- .../GodotSharp/Api/Release/GodotSharpEditor.pdb | 2 +- .../GodotSharp/Tools/GodotTools.BuildLogger.dll | 2 +- .../GodotSharp/Tools/GodotTools.BuildLogger.pdb | 2 +- .../GodotSharp/Tools/GodotTools.Core.dll | 2 +- .../GodotSharp/Tools/GodotTools.Core.pdb | 2 +- .../GodotSharp/Tools/GodotTools.IdeMessaging.dll | 2 +- .../GodotSharp/Tools/GodotTools.IdeMessaging.pdb | 2 +- .../GodotSharp/Tools/GodotTools.ProjectEditor.dll | 2 +- .../GodotSharp/Tools/GodotTools.ProjectEditor.pdb | 2 +- .../GodotSharp/Tools/GodotTools.Shared.dll | 2 +- .../GodotSharp/Tools/GodotTools.Shared.pdb | 2 +- .../macos-arm64/GodotSharp/Tools/GodotTools.dll | 2 +- .../macos-arm64/GodotSharp/Tools/GodotTools.pdb | 2 +- .../Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg | 2 +- .../nupkgs/Godot.SourceGenerators.4.7.2.nupkg | 4 ++-- .../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 ++-- engine/macos-arm64/tinqs.macos.editor.arm64.mono | 4 ++-- manifest.json | 10 +++++----- 34 files changed, 62 insertions(+), 47 deletions(-) create mode 100644 .agents/handoffs/forge-windows-e64890fd.md diff --git a/.agents/handoffs/forge-windows-e64890fd.md b/.agents/handoffs/forge-windows-e64890fd.md new file mode 100644 index 0000000..67734bd --- /dev/null +++ b/.agents/handoffs/forge-windows-e64890fd.md @@ -0,0 +1,15 @@ +# Forge: Windows build of engine e64890fd + +Mac published `e64890fd` (`4.7.2.stable.mono.custom_build.e64890fd3`); the game pins `4.7.2@e64890fd3`. +Windows at `4fde0e94d` is locked out by the pin until this lands. + +What changed since `4fde0e94`: +- Apple-only: the render thread drains an autorelease pool each flush (`rendering_server_default.cpp`, `#if __APPLE__`). No Windows effect. +- `RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME` (new enum, value 13) — GodotSharp must be regenerated. +- Metal `draw_indirect_count`: null scratch errors loudly. No Windows effect. + +Steps (same flags as the `windows-x64` manifest block, Vulkan only — no D3D12 work): +1. `git checkout e64890fd`, build the editor, `--version` must print `custom_build.e64890fd3`. +2. `--generate-mono-glue` + `build_assemblies.py` (Api + Tools). +3. Smoke: host a world, 0 `Wrapper class not found`; `env gpucull status` shows `(N mergeable)`. +4. Publish `engine/windows-x64/` + manifest + README rows, `tinqs push`. diff --git a/README.md b/README.md index d663105..f55aa29 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** (`4fde0e94`) — G2 pooled GPU cull (one reset + one cull dispatch per camera render), fixed shadow LOD band and `STATIC_SHADOW_AT_REST` for static shadow tiles (all default off), on top of everything `9dcc5d45` had | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/macos-arm64/` | **4.7.2** (`e64890fd`) — `4fde0e94` plus the Apple render-thread autorelease drain (fixes the Mach-port / Metal leak under `thread_model=2`) and the G4 mergeable-draw counter | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.7.2** (`4fde0e94d`) — same hash as macos-arm64: everything `9dcc5d45` had plus G2 pooled cull (`gpu_cull_pooled` default off), fixed shadow band, `STATIC_SHADOW_AT_REST` (tree_wind needs it); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `4fde0e94` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.4fde0e94d`): 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 `4fde0e94` as of 2026-10-18 — Forge built it in parallel with the Mac (`.agents/handoffs/forge-windows-g2-4fde0e94.md`), so both platforms and the `4.7.2@4fde0e94d` pin (the game's `tree_wind.gdshader` uses the new built-in) share one hash. 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). +Mac is 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 `4fde0e94` as of 2026-10-18 — Forge built it in parallel with the Mac (`.agents/handoffs/forge-windows-g2-4fde0e94.md`), so both platforms and the `4.7.2@4fde0e94d` pin (the game's `tree_wind.gdshader` uses the new built-in) share one hash. 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). 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 2ef1339..bc41891 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 sha256:2fd863e4ff11a30d7a3659f98ba22b89092c2b892344a9af91643fe585875898 +oid sha256:12787f0b4036f0326c5152bf8928b04395830ea72f99137b99f34a7e4849f8c2 size 12288 diff --git a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb index 0bb5634..f62acae 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/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:ca46979956c0a757de874c01bb21379645ef278da0d52163b03db4cb73030a13 -size 262701 +oid sha256:d0cde5516db17d5c27ea650fcdd5162b139f8b5ca2b4beffd67f85e0e6215cf7 +size 262699 diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index c96e1d3..ce2334b 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:a37ceb6d8aa5772f50c61cad12ee738881b9d060df00d9f392ae40b2437d8e54 -size 136996560 +oid sha256:ee3f58dd973f571599eed5f3d043c1b8c84bc7ee38b0e180ea8d31523e0b932b +size 137013072 diff --git a/manifest.json b/manifest.json index 2dfe6ad..199f866 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.4fde0e94d", + "version": "4.7.2.stable.mono.custom_build.e64890fd3", "engine_repo": "tinqs/engine", - "engine_commit": "4fde0e94", - "sha256": "a37ceb6d8aa5772f50c61cad12ee738881b9d060df00d9f392ae40b2437d8e54", + "engine_commit": "e64890fd", + "sha256": "ee3f58dd973f571599eed5f3d043c1b8c84bc7ee38b0e180ea8d31523e0b932b", "target": "editor", "built_on": "2026-10-18", - "built_by": "Ozan/Kraken via Claude (G2 pooled GPU cull + static shadow fixed band / casters at rest)", + "built_by": "Ozan/Kraken via Claude (render-thread autorelease drain on Apple + G4 mergeable-draw counter)", "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 4fde0e94 = 9dcc5d45 + G2 pooled GPU cull (one reset + one cull dispatch per camera render over shared arenas; rendering/occlusion_culling/gpu_cull_pooled, default off) + fixed shadow LOD band for gpu-culled MultiMeshes (gpu_cull_shadow_fixed_band, default off) + STATIC_SHADOW_AT_REST shader built-in for static shadow tiles (rendering/lights_and_shadows/directional_shadow/static_casters_at_rest, default off). GodotSharp regenerated (with Tools/). Oracles: multimesh_cull_pool 4524/4524, draw_indirect_count 24/24 on Metal. Windows at 9dcc5d45; Forge to rebuild 4fde0e94 (handoff forge-windows-g2-4fde0e94.md)." + "note": "Mac. Engine e64890fd = 4fde0e94 + Apple render-thread fix: the separate render thread (thread_model=2, the game default) now drains an Objective-C autorelease pool each flush - before, autoreleased Metal command buffers/encoders/drawables leaked ~88 Mach ports/s until Metal could not start new processes (66k ports / 23 GB after 1.5 h); now flat at ~640. Also RENDERING_INFO_GPU_CULL_MERGEABLE_DRAWS_IN_FRAME (G4 census) and draw_indirect_count null scratch now errors loudly. GodotSharp regenerated (with Tools/). Oracles on Metal: multimesh_cull_pool 4524/4524, draw_indirect_count 24/24. Windows at 4fde0e94; Forge to rebuild e64890fd (handoff forge-windows-e64890fd.md) - the leak fix is Apple-only, Windows gains only the counter." }, "windows-x64": { "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",