From 76f088e6a08ccd586a3285a8c2ee30428a66cf2f Mon Sep 17 00:00:00 2001 From: Ozan Bozkurt Date: Sun, 18 Oct 2026 04:56:22 +0100 Subject: [PATCH] engine(macos-arm64): publish 4fde0e94 - G2 pooled GPU cull, fixed shadow band, STATIC_SHADOW_AT_REST; GodotSharp regenerated; Forge handoff for Windows Co-Authored-By: Claude Opus 5.5 (1M context) Claude-Session: https://claude.ai/code/session_01NCXU49xtHLSry4TQEzVN2m --- .agents/handoffs/forge-windows-g2-4fde0e94.md | 31 ++++++++ README.md | 6 +- .../GodotSharp/Api/Debug/GodotPlugins.dll | 2 +- .../GodotSharp/Api/Debug/GodotPlugins.pdb | 2 +- .../GodotSharp/Api/Debug/GodotSharp.dll | 4 +- .../GodotSharp/Api/Debug/GodotSharp.pdb | 4 +- .../GodotSharp/Api/Debug/GodotSharp.xml | 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 | 4 +- .../GodotSharp/Api/Release/GodotSharp.pdb | 4 +- .../GodotSharp/Api/Release/GodotSharp.xml | 4 +- .../Api/Release/GodotSharpEditor.dll | 2 +- .../Api/Release/GodotSharpEditor.pdb | 2 +- .../Tools/GodotTools.BuildLogger.dll | 2 +- .../Tools/GodotTools.BuildLogger.pdb | 2 +- .../GodotSharp/Tools/GodotTools.Core.dll | 2 +- .../GodotSharp/Tools/GodotTools.Core.pdb | 2 +- .../Tools/GodotTools.IdeMessaging.dll | 2 +- .../Tools/GodotTools.IdeMessaging.pdb | 2 +- .../Tools/GodotTools.ProjectEditor.dll | 2 +- .../Tools/GodotTools.ProjectEditor.pdb | 2 +- .../GodotSharp/Tools/GodotTools.Shared.dll | 2 +- .../GodotSharp/Tools/GodotTools.Shared.pdb | 2 +- .../GodotSharp/Tools/GodotTools.dll | 2 +- .../GodotSharp/Tools/GodotTools.pdb | 2 +- .../Tools/nupkgs/Godot.NET.Sdk.4.7.2.nupkg | 4 +- .../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 +- .../nupkgs/GodotSharpEditor.4.7.2.snupkg | 4 +- .../macos-arm64/tinqs.macos.editor.arm64.mono | 4 +- manifest.json | 70 +++++++++---------- 36 files changed, 116 insertions(+), 85 deletions(-) create mode 100644 .agents/handoffs/forge-windows-g2-4fde0e94.md diff --git a/.agents/handoffs/forge-windows-g2-4fde0e94.md b/.agents/handoffs/forge-windows-g2-4fde0e94.md new file mode 100644 index 0000000..d7a76f2 --- /dev/null +++ b/.agents/handoffs/forge-windows-g2-4fde0e94.md @@ -0,0 +1,31 @@ +# Forge (Windows) — rebuild engine main at 4fde0e94 (G2 pooled GPU cull + static shadow fixes) + +Mac `engine/macos-arm64` is engine `4fde0e94` (2026-10-18, `4.7.2.stable.mono.custom_build.4fde0e94d`). Windows is +`9dcc5d458`. **The game pins `4.7.2@4fde0e94d`** (owner's call: publish Mac-only while Windows sleeps), and +`shaders/tree_wind.gdshader` uses the new `STATIC_SHADOW_AT_REST` built-in, so a 9dcc5d45 engine both hits the +mismatch dialog and fails that shader. Rebuild before anything else on Windows. + +## Build +`tinqs pull` the engine and `git checkout 4fde0e94` (later main commits may be docs or G4 work; build the pinned hash). +Flags from the `windows-x64` manifest block. Regenerate GodotSharp from that binary (`--generate-mono-glue +modules/mono/glue`, `build_assemblies.py --godot-output-dir=bin --godot-platform=windows`) and publish the WHOLE +`bin/GodotSharp` (`Api/` and `Tools/`). + +## New since 9dcc5d45 (not compiled on Windows yet) +- G2 pooled GPU cull: `servers/rendering/gpu_cull_arena.h`, `renderer_rd/shaders/effects/multimesh_cull.glsl`, + `renderer_rd/effects/multimesh_cull.*`, `storage_rd/mesh_storage.*`, `forward_clustered/render_forward_clustered.cpp`. + Three shared storage arenas (each < 512 MiB, the D3D12 raw-buffer limit); no buffer device address. + Switch `rendering/occlusion_culling/gpu_cull_pooled` / `RenderingServer.multimesh_gpu_cull_set_pooled`, default off. +- Fixed shadow LOD band for gpu-culled MultiMeshes (`gpu_cull_shadow_fixed_band`, `multimesh_set_gpu_shadow_band`), default off. +- `STATIC_SHADOW_AT_REST` shader built-in, true only in static shadow tile passes when + `rendering/lights_and_shadows/directional_shadow/static_casters_at_rest` is on; default off. + +## Checks +1. Oracle `bash tests/gpu_oracle/multimesh_cull_pool/run.sh d3d12` (Mac Metal: 4524/4524). This gates making + pool the default. Also re-run `tests/gpu_oracle/draw_indirect_count/run.sh d3d12` (expect 22/2 as before). +2. Game in-world on the new pair: `tree_wind` compiles (no `Unknown identifier STATIC_SHADOW_AT_REST`). + `env gpucull status`; then the G0/G1 profile (`.agents/handoffs/2026-10-18-windows-g0-render-thread-profile.md` + in ariki-game) with states `"pool off=gpucull:pool off" "pool on=gpucull:pool on"`. Mac result: cull dispatches + 258/422/464 → 2, fps +1/0/+1, render CPU −0.3 ms at the village; Windows records those dispatches on its render + thread, so expect a larger gain there. Report the table. +3. Publish windows-x64 here (binary + console binary + complete GodotSharp, sha256s, manifest note, CRLF), push. diff --git a/README.md b/README.md index dd24817..0ed423e 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** (`9dcc5d45`) — screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (Metal), on top of everything `7fb81364` had | built-in module | ✅ yes (`GodotSharp/`) | -| `engine/windows-x64/` | **4.7.2** (`9dcc5d45`) — same hash as macos-arm64: screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | +| `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/windows-x64/` | **4.7.2** (`9dcc5d45`) — one commit behind macos-arm64 (pin is 4fde0e94d, rebuild pending): screen-space contact shadows (directional), hero shadow min-combine, cascade caster-culling + shadow-bias fixes from upstream 4.8, `draw_list_draw_indirect_count` (D3D12), on top of everything `7fb81364` had; `template_release` here is still the `1e7be28b` tree | built-in module | ✅ yes (`GodotSharp/`) | -Mac is engine `9dcc5d45` as of 2026-10-18 (`--version` prints `4.7.2.stable.mono.custom_build.9dcc5d458`): screen-space contact shadows for directional lights (default off; game dial `env contactshadow`), hero shadow min-combine, upstream 4.8 shadow fixes #121775 (cascade caster culling) and #124348 (blur < 1 no longer shrinks the bias; the game sun bias is 0.014 with it), and `draw_list_draw_indirect_count` with Metal emulation. GodotSharp regenerated (API + Tools). Windows is also engine `9dcc5d45` as of 2026-10-18 — Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 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). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows. +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. The game pins `4.7.2@4fde0e94d` (its `tree_wind.gdshader` uses the new built-in), so Windows is locked out until Forge rebuilds 4fde0e94 (`.agents/handoffs/forge-windows-g2-4fde0e94.md`). Windows is engine `9dcc5d45`: Forge rebuilt at `9dcc5d458f` so both platforms and the `4.7.2@9dcc5d458` pin share one hash. Oracle `draw_indirect_count` on D3D12 (RTX 5080): 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). In-world checks (`herocombine`, `contactshadow`, SSCS in `--gpu-profile`, sun acne at bias 0.014) still owed on Windows. 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 b5a381f..2ef1339 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 sha256:4b51968225777e8a455f774f2af8790cfd8ad368b0be7ddf3261153f37e1dab5 +oid sha256:2fd863e4ff11a30d7a3659f98ba22b89092c2b892344a9af91643fe585875898 size 12288 diff --git a/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb b/engine/macos-arm64/GodotSharp/Api/Debug/GodotPlugins.pdb index 8598193..0bb5634 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 sha256:054c7a4b4b0c74f764c3261216dc3f66fbc1d481ab20ea525a2557b8fd294084 -size 262697 +oid sha256:ca46979956c0a757de874c01bb21379645ef278da0d52163b03db4cb73030a13 +size 262701 diff --git a/engine/macos-arm64/tinqs.macos.editor.arm64.mono b/engine/macos-arm64/tinqs.macos.editor.arm64.mono index 5569863..c96e1d3 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 sha256:2da4c3a6dc363375033bc20fdb1604d5a0de896d580da76e39305c6aade2ef7f -size 136979952 +oid sha256:a37ceb6d8aa5772f50c61cad12ee738881b9d060df00d9f392ae40b2437d8e54 +size 136996560 diff --git a/manifest.json b/manifest.json index f4da2d4..970ab61 100644 --- a/manifest.json +++ b/manifest.json @@ -1,35 +1,35 @@ -{ - "_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", - "engine": { - "macos-arm64": { - "binary": "engine/macos-arm64/tinqs.macos.editor.arm64.mono", - "godotsharp": "engine/macos-arm64/GodotSharp", - "version": "4.7.2.stable.mono.custom_build.9dcc5d458", - "engine_repo": "tinqs/engine", - "engine_commit": "9dcc5d45", - "sha256": "2da4c3a6dc363375033bc20fdb1604d5a0de896d580da76e39305c6aade2ef7f", - "target": "editor", - "built_on": "2026-10-18", - "built_by": "Ozan/Kraken via Claude (SSCS + hero shadow combine + shadow fixes + draw_indirect_count)", - "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 9dcc5d45 = 7fb81364 + screen-space contact shadows for directional lights (backport of upstream 4.8 #118045/#123814; ProjectSettings rendering/lights_and_shadows/contact_shadow/{enabled,shadow_length,surface_thickness}, Light3D.shadow_contact_shadows_allow/blur, RenderingServer.light_set_allow_contact_shadows; default off, game dial env contactshadow; ~0.43 ms on M1 Max), hero shadow min-combine (RenderingServer.instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; the game retunes the sun ShadowBias 0.04 -> 0.014 with the pin), RenderingDevice.draw_list_draw_indirect_count (Metal emulation; oracle 24/24 on M1 Max). GodotSharp regenerated from this binary (API + Tools). Smoke: the owner's game in-world, horizon + static prefill OK, hero combine on, contact shadows on/off, ~72 fps, no new error types. windows-x64 is STILL 7fb81364b: Forge must rebuild from engine main (handoff .agents/handoffs/forge-windows-sscs-9dcc5d45.md). The game pin is 4.7.2@9dcc5d458, so Windows engines are refused until that publish (owner's call, 2026-10-18)." - }, - "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": "4.7.2.stable.mono.custom_build.9dcc5d458", - "engine_repo": "tinqs/engine", - "engine_commit": "9dcc5d458f", - "sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d", - "sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad", - "target": "editor", - "built_on": "2026-10-18", - "built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)", - "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 9dcc5d458 — SAME hash as macos-arm64 (built at 9dcc5d458f, the docs-only commits 91b11b70/a77eb1781 excluded so both platforms and the 4.7.2@9dcc5d458 pin share one hash): screen-space contact shadows for directional lights (SSCS, default off, env contactshadow dial), hero shadow min-combine (instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; game sun ShadowBias 0.014 applies with this pin), RenderingDevice.draw_list_draw_indirect_count (D3D12 native path). GodotSharp regenerated from this binary — Api AND Tools (InstanceLightDirectionalSetHeroShadowSpot + DrawListDrawIndirectCount present). Checks: headless game boot clean (0 binding errors); oracle draw_indirect_count on D3D12 (RTX 5080): 22 passed, 2 failed — the 2 base-instance cases are the documented D3D12 gap (shaders do not see base instance there yet; expected-fail per draw-indirect-count.md). WITH --gpu-validation the D3D12 run could not start (debug layer not installed on Forge — Graphics Tools owed); validation-layer cleanliness still to verify. In-world checks (herocombine, contactshadow, SSCS in --gpu-profile, sun acne with bias 0.014) still owed on Windows. Editor target only — template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped — the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows." - } - } -} \ No newline at end of file +{ + "_install": "Use the update-engine skill in the GAME repo (tinqs/ariki-game .agents/skills/update-engine) \u2014 everyone has ariki-game; nobody but Ozan has the engine source. It tinqs-pulls ariki-game + builds, installs the binary AND GodotSharp together into ../engine/bin, and clears stale caches. GodotSharp ships WITH the binary (matched pair); the engine does NOT regenerate it.", + "engine": { + "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", + "engine_repo": "tinqs/engine", + "engine_commit": "4fde0e94", + "sha256": "a37ceb6d8aa5772f50c61cad12ee738881b9d060df00d9f392ae40b2437d8e54", + "target": "editor", + "built_on": "2026-10-18", + "built_by": "Ozan/Kraken via Claude (G2 pooled GPU cull + static shadow fixed band / casters at rest)", + "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)." + }, + "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": "4.7.2.stable.mono.custom_build.9dcc5d458", + "engine_repo": "tinqs/engine", + "engine_commit": "9dcc5d458f", + "sha256": "46bfbfd6bcb18e9a5925b9a6ce10aca9254859927e14fde40657e87d29eb916d", + "sha256_console": "83be146902fa35784084a247eee1afbc30eac0c603cd0e7b24c4bd42d1b3b5ad", + "target": "editor", + "built_on": "2026-10-18", + "built_by": "Ozan/Forge via ZCode (forge-windows-sscs-9dcc5d45 handoff)", + "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 9dcc5d458 \u2014 SAME hash as macos-arm64 (built at 9dcc5d458f, the docs-only commits 91b11b70/a77eb1781 excluded so both platforms and the 4.7.2@9dcc5d458 pin share one hash): screen-space contact shadows for directional lights (SSCS, default off, env contactshadow dial), hero shadow min-combine (instance_light_directional_set_hero_shadow_spot), tight cascade caster culling on the real cascade frustum (#121775), shadow bias no longer shrunk by blur < 1 (#124348; game sun ShadowBias 0.014 applies with this pin), RenderingDevice.draw_list_draw_indirect_count (D3D12 native path). GodotSharp regenerated from this binary \u2014 Api AND Tools (InstanceLightDirectionalSetHeroShadowSpot + DrawListDrawIndirectCount present). Checks: headless game boot clean (0 binding errors); oracle draw_indirect_count on D3D12 (RTX 5080): 22 passed, 2 failed \u2014 the 2 base-instance cases are the documented D3D12 gap (shaders do not see base instance there yet; expected-fail per draw-indirect-count.md). WITH --gpu-validation the D3D12 run could not start (debug layer not installed on Forge \u2014 Graphics Tools owed); validation-layer cleanliness still to verify. In-world checks (herocombine, contactshadow, SSCS in --gpu-profile, sun acne with bias 0.014) still owed on Windows. Editor target only \u2014 template_release in this folder is still the 1e7be28b tree. D3D12 Agility DLLs (D3D12Core.dll, d3d12SDKLayers.dll) are NOT shipped \u2014 the game runs Vulkan, same decision as 2026-10-05. Crash-report checklist (8 steps) also still owed on Windows." + } + } +}