test: /fp:precise reproduced the residue byte for byte — instrument instead of guessing

An /fp:precise build returned the identical 454 samples, identical max delta,
identical coordinate. A different float model producing byte-identical output is
proof that rounding is not the cause, so the /fp:fast explanation is dead. That
is three failed hypotheses on one discrepancy (FVector round-trip, then "check
the roughness window", then /fp:fast), each reasoned from plausibility and each
costing a build.

So: stop reasoning, print. FVoxelOpStack::EvalSample exposes the full sample, and
MazeEquivalence now dumps the worst point in raw hex -- both densities, the
stack's internal SDF, and the carve factor reconstructed from each side. The
recovered carve localises it: identical carve + differing density means the fault
is after the conversion; differing carve means it is in the SDF (lattice edges or
VoxelSDF::Capsule) or in SmoothStep01.

Note for whoever reads the docs next: AUDIT C9 and OPSTACK-PLAN 2.6 currently
assert the /fp:fast story as the explanation for THIS residue. That specific
claim is falsified and needs walking back once the dump identifies the real
cause. C9's other half -- that UBT's FP default differs by toolchain and the MP
model assumes bit-reproducible terrain -- stands independently; it was read out
of VCToolChain.cs and ClangToolChain.cs, not inferred from this test.

Phase 1 step 3 (wiring the stack into GetDensityAt) is paused until this is
understood. Small unexplained numeric differences do not get smaller when you
build on top of them.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-27 14:32:22 +02:00
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@@ -411,3 +411,43 @@ opt-in. Phase 1's question is fully answered: Maze decomposes cleanly, the stack
window-invariant, and it proves 23/60 tiles uniform where `ClassifyTile` proves zero.
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## 2026-07-27 — /fp:fast hypothesis DEAD. Third wrong guess. Switching to instrumentation.
**Jahni built with `FPSemantics = FPSemanticsMode.Precise` and got a BYTE-IDENTICAL result:** same
454 samples, same `1.90734863e-06`, same `(-23, 55, -660)`. A different float model producing
identical output is not "the same rounding error twice" — it is proof that **rounding is not the
cause at all.** The residue is a real, deterministic LOGIC difference somewhere in a transcription I
have read three times and believe to be identical.
**Track record on this one discrepancy, recorded because the pattern matters more than the bug:**
| # | Hypothesis | Killed by |
|---|---|---|
| 1 | `FVector` float→double→float round-trip | re-run returned the identical result |
| 2 | "check the roughness window / carve blend / octave count" | the bisect: residue survives to `corridors + carve ONLY` |
| 3 | `/fp:fast` cross-TU reassociation | `/fp:precise` build returned the identical result |
Three hypotheses, all plausible, all reasoned from *what could explain it* rather than from
measurement. Each cost a build cycle. **The lesson is not "be smarter", it is "instrument earlier":**
the bisect (measurement) produced more information in one run than two hypotheses did in three.
**Corrected in the docs:** `AUDIT-2026-07.md §C9` and `OPSTACK-PLAN §2.6` both assert the `/fp:fast`
story as the explanation for the residue. **That specific claim is now falsified and must be walked
back** — see the next entry. (The *separate* C9 finding, that UBT's FP default differs by toolchain
and the MP model assumes bit-reproducible terrain, still stands on its own: it was read out of
`VCToolChain.cs` / `ClangToolChain.cs`, not inferred from this test.)
**What changed in code:** `FVoxelOpStack::EvalSample` now exposes the full `FVoxelOpSample`, and
`MazeEquivalence` dumps the worst point in raw hex — both densities, the stack's internal SDF, and
the carve factor reconstructed from each side. That last one localises the divergence: identical
recovered carve with differing density ⇒ the fault is after the conversion; differing carve ⇒ it is
in the SDF (lattice edges or `VoxelSDF::Capsule`) or in `SmoothStep01`.
**UNVERIFIED:** the instrumentation itself.
**Next single action:** re-run `MazeEquivalence` and read the WORST-POINT DUMP. Phase 1 step 3
(wiring the stack into `GetDensityAt`) is deliberately **paused** until this is understood — it is a
small unexplained numeric difference, and those do not get smaller when you build on them.
---