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