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builds/.agents/handoffs/forge-windows-gpu-diet-r0-p5.md
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1.7 KiB

Forge (Windows) — rebuild engine main at 0ec39c95 (GPU diet + R0 P5)

Mac engine/macos-arm64 is engine 0ec39c95 (2026-10-17). Windows is still 1e7be28b1. The game pins 4.7.2 without a hash until Windows carries the same commit; then pin 4.7.2@0ec39c95 in ariki-game project.godot.

Build

tinqs pull the engine, then the windows-x64 manifest flags (MSVC, platform=windows target=editor module_mono_enabled=yes), regenerate GodotSharp from that binary, publish binary + console binary + GodotSharp here with sha256s, note in manifest.json.

New and NOT yet compiled on Windows (no toolchain on the Mac)

  • platform/windows/crash_report_windows.{h,cpp}, crash_handler_windows_seh.cpp / _signal.cpp (MiniDumpWriteDump, pre-started writer thread, unhandled-exception filter), os_windows_stack_sampling.cpp (freeze watchdog stack walk), dbghelp/psapi linked in every target (detect.py, SCsub).
  • drivers/d3d12/rendering_device_driver_d3d12.{h,cpp}: GetDeviceRemovedReason + DRED on device removal.
  • Verification checklist: engine .agents/wiki/crash-freeze-and-error-reporting.md (8 steps: main-thread crash, worker-thread crash, stack overflow, native freeze, C# freeze, D3D12 TDR via dxcap -forcetdr --gpu-breadcrumbs, --disable-crash-handler writes nothing, release template build links dbghelp).

Bench after the build (the pacer box)

ariki-game .agents/plans/gpu-frame-diet-ui-opaque-prepass-2026-10-17.md and render-thread-diet-2026-10-17.md: run the Jungle/Main stands with --gpu-profile; the RENDER CPU PROFILE block now prints _draw wall and end_frame (graph replay + submit) — the split of the 12.6 ms render-thread floor that Phase 0 asked for.