From 05704fd826e773e733d5ddb952a519dab1a9e90f Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Mon, 19 Oct 2026 04:03:11 +0100 Subject: [PATCH] docs(readme): Mac current-contents sentence names d4940046 Co-Authored-By: Claude Opus 5.5 (1M context) Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 4773a27..05aa16c 100644 --- a/README.md +++ b/README.md @@ -34,7 +34,7 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon | `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/`) | | `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 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`). +Mac is engine `d4940046` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.d49400463`): `a967d12b` plus a per-frame reset of the parallel-replay secondary command pools (fixes VUID-vkBeginCommandBuffer-00050). `a967d12b` is `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`). Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 — `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.