engine(macos-arm64): publish 73d20a40 - #250 parallel draw-list sub-recordings nest + RD texture wrappers allocate their RS texture before the render-thread bind (milky ocean under the separate render thread); GodotSharp regenerated

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018hSLRwirUk2NF4j1v2kH4Z
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ozanandClaude Opus 5.5 committed 2026-10-19 18:41:17 +01:00
1 parent 736e3e9bc3
commit c632796638
33 files changed
+50 -50

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@@ -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.d49400463",
"version": "4.7.2.stable.mono.custom_build.73d20a40b",
"engine_repo": "tinqs/engine",
"engine_commit": "d4940046",
"sha256": "4fafb8bd62e1448fadd0a41ac4a938ba7b9050c1d7b6f1219fd7c13b48bdee50",
"engine_commit": "73d20a40",
"sha256": "e3f5256c7855e4faf03e1c8e53e3c02e78e1d4e146b19b7bda3105445340f6ba",
"target": "editor",
"built_on": "2026-10-19",
"built_by": "Ozan/Kraken via Claude (parallel replay command-pool reset)",
"built_by": "Ozan/Kraken via Claude (parallel recording nesting + Texture2DRD bind race)",
"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 d4940046 = a967d12b + each parallel-replay secondary command pool is reset at the frame's graph begin (fixes VUID-vkBeginCommandBuffer-commandBuffer-00050 seen on NVIDIA with validation; Vulkan only, no effect on Metal). GodotSharp regenerated (with Tools/), API unchanged. Oracle tests/gpu_oracle/parallel_draw_replay Vulkan/MoltenVK 10/10; game hosts a world on Metal, 0 wrapper errors. Windows at a967d12bf; the game pin moves to d4940046 once Forge publishes windows-x64 at it with the oracle clean under --gpu-validation."
"note": "Mac. Engine 73d20a40 = d4940046 + 219b914c (#250: parallel draw-list sub-recordings nest - a worker waiting inside its slice ran another slice's task and the inner end cleared the outer target, Windows FATAL p_idx >= _len on the Ultra bench) + 73d20a40 (Texture2DRD/TextureLayeredRD/Texture3DRD allocate the RS texture before the render-thread bind is queued - under the separate render thread a material could keep the magenta placeholder; Ariki's ocean drew milky). GodotSharp regenerated (with Tools/), API unchanged. Oracle parallel_draw_replay Vulkan/MoltenVK 10/10, Metal 5/5; game hosts the dev world on Metal with thread_model=2, ocean clear, 0 wrapper errors. Windows still at d49400463; the game pin stays at d49400463 until Forge publishes windows-x64 at 73d20a40."
},
"windows-x64": {
"binary": "engine/windows-x64/tinqs.windows.editor.x86_64.mono.exe",
@@ -29,7 +29,7 @@
"built_by": "Ozan/Forge via ZCode (VUID-00050 fix verification + publish)",
"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 d49400463 — 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 — 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) — the Mac note's publish condition is met. GodotSharp regenerated from this binary — 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 — 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 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)."
}
}
}