32 lines
1.7 KiB
Markdown
32 lines
1.7 KiB
Markdown
# Particle shader lifetime reproducer
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Independent Godot project: no game assets, autoloads, GDExtension, network,
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EffectPlayer, or particles emitter. Eight short-lived ParticleProcessMaterials
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cycle through three emission shapes. Weak references must all be dead before
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exit; a RenderingServer synchronization also runs before quitting.
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Export this project with the installed macOS template using `--export-release`
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and `--export-debug` into separate directories under the repository's `build/`.
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Run each exported executable and preserve both stdout and stderr until process
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exit. A run is clean only if `ISOLATED_PARTICLE_EXIT alive=0` is present and no
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shader/RID error follows. The success marker alone is not a clean-exit verdict.
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2026-09-10, Godot 4.7.1 official, Apple M4/Metal:
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- Release: zero surviving materials, three ParticlesShaderRD/Shader RID leaks.
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- Debug: zero surviving materials, no shader/RID leak.
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Logs: `build/rendering/particle-isolated-release.log` and
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`build/rendering/particle-isolated-debug.log`. Path overrides (`--main-pack`,
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external `--script`) are not supported by the installed release template;
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export a standalone app instead. This project contains no copyrighted artwork
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and may be used as a minimal upstream reproduction if separately authorized.
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2026-09-11: an unmodified same-revision arm64 release build using
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`debug_symbols=yes optimize=speed lto=none vulkan=no` exits cleanly in this
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project and in two complete game package checks. Rebuild it with
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`bash script/build_macos_release_engine.sh arm64` from the repository root.
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This is a verified alternative build path, not proof of a specific compiler
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bug or a source fix to the installed official template. Intel and Vulkan are
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outside this result.
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