build: put FPSemantics=Precise on the VoxelForge module — the experiment never ran
FPSemantics is a per-module ModuleRules property. It had been set on the VoxelM
GAME module, while every line of density code lives in VoxelForge, which kept
compiling /fp:fast. So the run that supposedly "reproduced the residue under
precise semantics" ran under fast semantics and proves nothing.
Retracting the previous commit's conclusion: /fp:fast is NOT eliminated as the
cause, and the notes claiming AUDIT C9 and OPSTACK-PLAN 2.6 are falsified are
withdrawn with it. Those documents were fine.
My error, and the third of its kind today: I reasoned a confident conclusion from
an unverified premise, one paragraph after writing that the lesson was to
instrument rather than assume. Checking took one grep and I only ran it after
Jahni suggested it.
The line is marked TEMPORARY with removal instructions and a guide to reading the
result. Combined with the WORST-POINT DUMP already committed, one build now
separates the two possibilities cleanly:
454 -> 0 : FP model was the cause; keeping precise then needs a profile,
because it costs the vectorisation T2.a's SIMD work was buying.
454 -> 454 : real logic difference; read the dump.
Either way the line comes back out afterwards.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
@@ -11,6 +11,33 @@ public class VoxelForge : ModuleRules
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// UseExplicitOrSharedPCHs is the modern recommended setting
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PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
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// ============================================================================
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// ⚠️ TEMPORARY EXPERIMENT — 2026-07-27. REMOVE THIS LINE WHEN THE ANSWER IS IN.
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// ============================================================================
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// Testing whether the ~1 ULP residue between GetMazeDensity and its operator-stack
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// port (VoxelForge.OpStack.MazeEquivalence: 454 of 20000 samples, 0 crossing the
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// isosurface) is caused by the compiler being allowed to reassociate identical
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// source differently per translation unit.
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//
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// FPSemantics is a PER-MODULE property. Setting it on the VoxelM game module does
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// NOT affect this one — every line of density code lives in VoxelForge, so the
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// switch has to be here to mean anything. (That mistake already cost one build and
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// one wrong conclusion.)
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//
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// UnrealBuildTool's Windows default is /fp:fast ("Default is imprecise FP
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// semantics", VCToolChain.cs); every Clang target defaults to precise instead.
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//
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// READ THE RESULT LIKE THIS:
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// 454 -> 0 : the FP model WAS the cause. Then decide separately whether to keep
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// precise (it costs vectorisation on the density hot path — the thing
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// T2.a's SIMD noise work was buying — for an unmeasured amount).
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// 454 -> 454 : the FP model is NOT the cause and the difference is real logic.
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// Read the WORST-POINT DUMP the test now prints.
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//
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// EITHER WAY THIS LINE COMES BACK OUT once measured. Keeping /fp:precise on the hot
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// path is a decision that needs a profile, not a leftover from a diagnostic.
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FPSemantics = FPSemanticsMode.Precise;
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// Modules we depend on:
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// - Core: Basic types (TArray, FString, etc.)
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// - CoreUObject: UObject system (UCLASS, UPROPERTY, etc.)
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