engine(windows-x64): publish 73d20a40b — #250 parallel-recording nest FATAL fix + texture_rid bind-race fix (milky ocean); GodotSharp regenerated; fast publish per owner (oracle on this hash owed)

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ozan committed 2026-10-19 19:54:23 +01:00
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@@ -32,9 +32,9 @@ into GodotSharp, so GodotSharp had to be regenerated — and must ship here alon
| Platform | Engine | Terrain3D | GodotSharp shipped? | | Platform | Engine | Terrain3D | GodotSharp shipped? |
|---|---|---|---| |---|---|---|---|
| `engine/macos-arm64/` | **4.7.2** (`73d20a40`) — `d4940046` plus the #250 parallel-recording nesting fix and the Texture2DRD bind-race fix | built-in module | ✅ yes (`GodotSharp/`) | | `engine/macos-arm64/` | **4.7.2** (`73d20a40`) — `d4940046` plus the #250 parallel-recording nesting fix and the Texture2DRD bind-race fix | built-in module | ✅ yes (`GodotSharp/`) |
| `engine/windows-x64/` | **4.7.2** (`d49400463`) — same hash as macos-arm64: parallel draw-list replay + recording (game ships both ON) plus the VUID-00050 pool-reset fix, **verified 10/10 oracle with zero VUIDs before publish**; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | | `engine/windows-x64/` | **4.7.2** (`73d20a40b`) — same hash as macos-arm64: parallel replay+recording (game ships both ON) + VUID-00050 pool reset + the #250 recording-nest FATAL fix + the Texture2DRD bind-race fix (milky ocean); `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) |
Mac is engine `73d20a40` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.73d20a40b`): `d4940046` plus `219b914c` (#250, parallel draw-list sub-recordings nest; Windows Ultra-bench FATAL) and `73d20a40` (RD texture wrappers allocate their RS texture before the render-thread bind, fixing the milky ocean under the separate render thread); GodotSharp regenerated, API unchanged. The game pin stays `d49400463` until Windows is published at the same commit. Before that, Mac was 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 `d49400463` as of 2026-10-19** — Forge verified the fix before publishing: replay+record oracle Vulkan `--gpu-validation` **10/10 exit 0 with ZERO VUID lines** (on `a967d12bf` the same run had 10× VUID-00050 — the finding that produced this fix). The parallel features' Windows story: the fps lane's in-game A/B on `a967d12bf` recorded no fps regression (42→46-48), rGPU down 8.1→6.8 ms, 10-min soak stable, eye check PASS, and the game ships both ON (`f7ddc64a1`); timing claims carry the throttled-box caveat from the engine wiki. Earlier Windows oracle work on `a967d12bf`: `draw_indirect_count` d3d12 with debug layer 22/0 + expected SKIP line; `multimesh_cull_pool` d3d12 4524/4524 (parity with Mac, pooled-cull gate met). Vulkan SDK + Graphics Tools are installed on Forge. Still owed: a `--gpu-validation` in-game soak on `d49400463`, tests=yes unit suites, crash checklist. Underneath: `e64890fd` (Apple autorelease-drain + G4 census) on `4fde0e94` (G2 pooled cull, fixed shadow band, `STATIC_SHADOW_AT_REST`) on 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 `73d20a40` as of 2026-10-19 (`--version` `4.7.2.stable.mono.custom_build.73d20a40b`): `d4940046` plus `219b914c` (#250, parallel draw-list sub-recordings nest; Windows Ultra-bench FATAL) and `73d20a40` (RD texture wrappers allocate their RS texture before the render-thread bind, fixing the milky ocean under the separate render thread); GodotSharp regenerated, API unchanged. **Windows is also engine `73d20a40b` as of 2026-10-19** — Forge fast-published on the owner's request after GodotSharp regen (oracle + headless smoke on this exact hash still owed; both fixes sit in the engine's own oracle coverage). Before this, Windows `d49400463` verified the VUID-00050 pool-reset fix with a validated oracle run (10/10, zero VUIDs) and carried the parallel features' fps-lane results (no regression, rGPU 8.1→6.8 ms, soak + eye check pass, game ships both ON); `draw_indirect_count` d3d12 22/0 with debug layer, `multimesh_cull_pool` d3d12 4524/4524 (pooled-cull gate met); Vulkan SDK + Graphics Tools installed on Forge. Still owed on Windows: oracle on `73d20a40b`, a `--gpu-validation` in-game soak, tests=yes unit suites, crash checklist. Underneath: `e64890fd` (Apple autorelease-drain + G4 census) on `4fde0e94` (G2 pooled cull, fixed shadow band, `STATIC_SHADOW_AT_REST`) on 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 — Long-term: CI (Gitea Actions) builds on push and publishes here / to S3 —
`docs/ai/plans/build-pipeline-architecture-2026-06-07.md`. `docs/ai/plans/build-pipeline-architecture-2026-06-07.md`.
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@@ -19,17 +19,17 @@
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe", "binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
"console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe", "console_binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.console.exe",
"godotsharp": "engine/windows-x64/GodotSharp", "godotsharp": "engine/windows-x64/GodotSharp",
"version": "4.7.2.stable.mono.custom_build.d49400463", "version": "4.7.2.stable.mono.custom_build.73d20a40b",
"engine_repo": "tinqs/engine", "engine_repo": "tinqs/engine",
"engine_commit": "d49400463b", "engine_commit": "73d20a40b8",
"sha256": "4c3a52ecf3804a98e559d5f8a1d399d24573c14e34858d4030ba9ab06f35b6e8", "sha256": "f1ea64475162b27e202d1b225ba2057e6c8481d9973de323f139c581c84a2f8d",
"sha256_console": "6bbb9732c8f6e1c9706d7d9248ac695956e426b0a14850fc46b589d3caec0aac", "sha256_console": "265f8133999528aa06f919870f58f7c04e55a448da0c6221e093ce76710e5bc2",
"target": "editor", "target": "editor",
"built_on": "2026-10-19", "built_on": "2026-10-19",
"built_by": "Ozan/Forge via ZCode (VUID-00050 fix verification + publish)", "built_by": "Ozan/Forge via ZCode (fast publish on owner request)",
"toolchain": "MSVC 14.3 (VS2022 Build Tools), Windows SDK 10.0.26100, SCons 4.10.1, .NET SDK 10.0.103", "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", "scons_flags": "platform=windows target=editor module_mono_enabled=yes -j32",
"note": "Windows carries d49400463 \u2014 SAME hash as macos-arm64 (built at d49400463b): the a967d12bf pair (parallel draw-list replay + recording, both shipping ON in the game since f7ddc64a1; see the a967d12bf note in git history for the full stack) PLUS d49400463b \u2014 each parallel-replay secondary command pool resets at the frame's graph begin, fixing the VUID-vkBeginCommandBuffer-00050 (10x on NVIDIA with validation) that Forge's oracle run found on a967d12bf. FIX VERIFIED BEFORE PUBLISH (RTX 5080, Khronos validation layer loaded): parallel_draw_replay oracle vulkan --gpu-validation 10/10 exit 0 with ZERO VUID lines (was 10/10 + 10x VUID-00050 on a967d12bf) \u2014 the Mac note's publish condition is met. GodotSharp regenerated from this binary \u2014 Api AND Tools, API unchanged. Headless game boot clean. In-game A/B + soak already recorded by the fps lane on a967d12bf (no fps regression 42->46-48, rGPU 8.1->6.8, soak stable, eye check PASS \u2014 ea90ea9a6); timing claims throttled-box-caveated per engine docs. Owed on Windows (carried): tests=yes unit suites, crash checklist (8 steps), template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)." "note": "Windows carries 73d20a40b \u2014 SAME hash as macos-arm64 (built at 73d20a40b8): the d49400463 pair (parallel replay+recording with the VUID-00050 pool reset; see its note in git history) PLUS 219b914c18 fix(rd) \u2014 parallel draw recording sub-recordings nest: a recording worker that waits inside its slice (get_pipeline waiting on an ubershader compile) could run another slice's task on the same thread and its end cleared the thread-local instruction target, so the outer slice appended into the MAIN draw list concurrently with the render thread (realloc under a live instruction) \u2014 Windows FATAL p_idx >= _len in add_draw_list_bind_vertex_buffers on the Ultra bench (#250); begin now pushes the current target and end restores it; oracle Vulkan/MoltenVK 10/10, Metal 5/5. PLUS 73d20a40b8 fix(texture_rd) \u2014 the RS texture is allocated before the render-thread bind is queued, so main-thread get_rid() no longer races the render thread's write of texture_rid (a material could keep the magenta placeholder for the session; Ariki's FFT ocean drew milky/opaque on Mac and Windows); Texture2DRD, TextureLayeredRD, Texture3DRD. GodotSharp regenerated from this binary \u2014 Api AND Tools. Fast publish per owner request: oracle + headless smoke on this exact hash still owed (the recording-nest fix is in the engine's own oracle coverage; its run.sh now drops Metal shader validation per the commit). Owed on Windows (carried): tests=yes unit suites, crash checklist (8 steps), template_release still 1e7be28b. D3D12 Agility DLLs not shipped (Vulkan game)."
} }
} }
} }