measure(step2b): per-brick setup rebuilds the chunk caches -- 10x slower; live cost attributed
Editor-only brick API (<= 8^3 points per call, TunnelNetwork/Underwater op-stack routes, 1.16% scalar fallback). Exact: 0 Q16/sign disagreements on the full 259^3 ring and the five-seed probe set, same hash on 1 and 6 workers, reach shrink still caught (18,107 Q16 / 735 sign). Speed: 69.19 s wall, 17.6 us/sample vs live 7.04 s, 1.65 us/sample. Stack sampler (inclusive): BuildChunkCache 93.5%, PropagateSdfOverBox 92.5%, BuildActiveOpList 92.6% -- each brick rebuilds the cache windows and active-op lists; EvalBlock itself is 3.6%. Live path attribution (inclusive, 68,934 stacks): op-stack RoomGraph EvalBlock 54.4%, SDF and spatial candidate scans ~28%, tunnel core 18.4%, passage floor segment 15.0%, structural posts 14.6%, noise octaves 2.6%, disturbances 0.6%, diff layer 0.3%. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MmSoF64BbRFmk9C3p1VsBJ
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@@ -17,10 +17,15 @@ namespace VoxelForgeRegionEval
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int32 Workers = WorkerCount;
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int32 ObservedWorkerThreads = 0;
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int64 SampleCount = 0;
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int64 EvaluatedSamples = 0;
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int64 BrickCount = 0;
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int64 FallbackSamples = 0;
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double FallbackShare = 0.0;
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double WallSeconds = 0.0;
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double WorkerCpuSeconds = 0.0;
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double NanosecondsPerSample = 0.0;
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bool bWorkerCpuFromOsThreadTimes = false;
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bool bBrickProgram = false;
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uint64 QuantizedHash = 0;
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uint64 RawFloatHash = 0;
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uint64 SaturatedSamples = 0;
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@@ -67,7 +72,9 @@ namespace VoxelForgeRegionEval
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bool bPrepared,
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float ReachScale,
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TArray<float>* OutDensities,
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FTiming& OutTiming);
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FTiming& OutTiming,
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bool bBrickProgram = false,
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int32 RequestedWorkerCount = WorkerCount);
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/** Count exact room/tunnel/core/passage candidate visits with instrumentation enabled. */
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FCandidateVisits CountCandidates(
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