diff --git a/.agents/handoffs/forge-windows-render-bench-2026-10-05.md b/.agents/handoffs/forge-windows-render-bench-2026-10-05.md new file mode 100644 index 0000000..4a36bab --- /dev/null +++ b/.agents/handoffs/forge-windows-render-bench-2026-10-05.md @@ -0,0 +1,12 @@ +# Forge (Windows) — rebuild pair from engine main ≥ 615e852f, re-judge the render verdicts, pin (2026-10-05) + +macOS pair `615e852f` (code `c76f2ecc`) is published here. Windows is still `b1bc0aef` (2026-09-28). + +1. Build the Windows editor + console pair from `tinqs/engine` main with the `windows-x64` manifest flags + (`platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes`), + regenerate GodotSharp from that exact binary, smoke (0 wrapper errors), publish here, update `manifest.json` + + `README.md`. +2. Then pin `tinqs/required_engine_build="4.7.2@"` in `ariki-game/project.godot` (both platforms on the same commit). +3. Re-judge on Windows what the Mac measured (frame GPU-bound on M1): static shadow cache default (now OFF on Apple + silicon game-side, ON elsewhere — keep ON on Windows only if `inverted` ≥ `cache_off` fps), GPU veg bands, HLOD. + Full recipe + numbers: `ariki-game/.agents/handoffs/2026-10-05-forge-windows-render-bench-handover.md`. diff --git a/README.md b/README.md index b0984c1..f4fb77b 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** (`d19a94aa`) — upstream bugfixes + static shadow cache | built-in module | ✅ yes (`GodotSharp/`) | -| `engine/windows-x64/` | **4.7** (`fec9847`) — native modules | built-in module | ✅ yes (`GodotSharp/`) | +| `engine/macos-arm64/` | **4.7.2** (`b0daf759`) — 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/windows-x64/` | **4.7.2** (`b1bc0aef`) — upstream bugfixes + static shadow cache (no memory query yet) | built-in module | ✅ yes (`GodotSharp/`) | -Mac is 4.7.2 as of 2026-09-28. `--version` prints `4.7.2.stable.mono.custom_build.a0eacea82`. Windows is still `fec9847` (2026-08-21). 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 `b0daf759` as of 2026-10-05 late evening (`--version` prints `4.7.2.stable.mono.custom_build.b0daf759b`): 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 6b8efb7..8860aea 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:ef9b109f75f27f73dae1fdf82c825334c24c7df4d4a7092ed815695679e50bdb +oid sha256:577a1bacca7f12ff3ace7e338a707fef3ac3f1fc7d0a798cf4b5e6b0586669fc size 12288 diff --git a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb index cfdb603..58c8dd2 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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https://git-lfs.github.com/spec/v1 +oid sha256:5ce24c5193a9af6c4f63db3c8456af14a31b03f5a1830e8100b8cdca3f6af1c0 +size 177162 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 new file mode 100644 index 0000000..b36941b --- /dev/null +++ b/engine/macos-arm64/GodotSharp/Tools/nupkgs/GodotSharpEditor.4.7.2.snupkg @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:4912fc63f1af1d815e946631f846da19969a80a2e72d093a10368eb7e313014e +size 262723 diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index 567a787..fbc189b 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 sha256:9ecab82b06b030e68d5aaeb5a9eae518cc4f2b866622e073d4a07b93e8af907b -size 146984224 +oid sha256:7660089da758cc3d7bae1766250040b7af3bbaccb57d3fbb07dfe3648ed212ac +size 136895632 diff --git a/manifest.json b/manifest.json index 844c20d..9b5422f 100644 --- a/manifest.json +++ b/manifest.json @@ -4,32 +4,32 @@ "macos-arm64": { "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", "godotsharp": "engine/macos-arm64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.a0eacea82", + "version": "4.7.2.stable.mono.custom_build.b0daf759b", "engine_repo": "tinqs/engine", - "engine_commit": "d19a94aa", - "sha256": "9ecab82b06b030e68d5aaeb5a9eae518cc4f2b866622e073d4a07b93e8af907b", + "engine_commit": "b0daf759", + "sha256": "7660089da758cc3d7bae1766250040b7af3bbaccb57d3fbb07dfe3648ed212ac", "target": "editor", - "built_on": "2026-09-28", - "built_by": "Ozan/Kraken (upstream 4.7.1+4.7.2 plus static shadow cache)", + "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)", "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 only. Engine source d19a94aa (private repo): upstream Godot 4.7.1+4.7.2 patched onto the Tinqs 4.7 snapshot, plus the directional static shadow cache. --version prints 4.7.2.stable.mono.custom_build.a0eacea82 because the binary was linked just before that commit; the tree is d19a94aa. GodotSharp ships with this binary — install both via the update-engine skill. Windows in this repo is still fec9847." + "note": "Mac only. 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 untouched (still b1bc0aef) - Forge rebuilds from main (builds/.agents/handoffs/forge-windows-render-bench-2026-10-05.md), then pin." }, "windows-x64": { "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.stable.mono.custom_build.fec98475e", + "version": "4.7.2.stable.mono.custom_build.b1bc0aefce", "engine_repo": "tinqs/engine", - "engine_commit": "fec9847", - "sha256": "f7da405fa30553404b955d6ef409760918d48b1756436f33ca7382d27fa96520", - "sha256_console": "a55a32f041b073b40de98c9c34e99d91c324b8910e20b31e9659292b0c032db2", + "engine_commit": "b1bc0aef", + "sha256": "b4fb7833539c026c4d17076a45d56c53d3f671669570cb744b7e8859c21f2789", + "sha256_console": "8dc0f2ec2041c3eb99d16da123f3ac1997bb03445b0635ca35c99b8704949a1f", "target": "editor", - "built_on": "2026-08-21", - "built_by": "Forge (Ozan's Windows box — matching Kraken macos-arm64 fec9847)", + "built_on": "2026-09-28", + "built_by": "Kraken driver (Ozan's Windows box)", "toolchain": "MSVC VS BuildTools 2022 (vcvarsall amd64), SCons 4.10.1, d3d12+angle+accesskit flags, mono glue + GodotSharp assemblies", - "scons_flags": "platform=windows target=editor module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes", - "note": "Windows remains fec9847 from 2026-08-21 (spring-bone collider fix + lateral_coupling). It does not match the 2026-09-28 Mac 4.7.2 binary. Install binary + GodotSharp together via the update-engine skill." + "scons_flags": "platform=windows target=editor arch=x86_64 module_mono_enabled=yes d3d12=yes angle=yes accesskit=yes", + "note": "Engine b1bc0aef = 4.7.2 + directional static shadow cache (world-anchored static atlas + live cascades, min() in shader) + stepped shadow sun two-set crossfade (4caca443, 76bc5884). GodotSharp REGENERATED from this build (glue verified: Terrain3D present) - install binary + GodotSharp together via the update-engine skill. Local test on kraken: boots, assemblies load, zero wrapper errors, world ticks. Terrain3D + agent_skinned remain native modules." } } }