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