# Codex task 002 — is the op-stack column memo thrashing? Count, don't guess. **Owner:** Codex (Model Luna, xHigh) · **Orchestrator:** Claude · **Branch:** `experimental` **Status:** specified, not started **Depends on:** `CODEX-TASK-001` — this adds counters to the **same** `stat VoxelForge` group. Do 001 first; this task assumes `VoxelStats.h` already exists. --- ## Why this exists The operator-stack density path is measurably slower than the `switch` it replaces, and the cause has never been attributed. There are three standing suspects. **This task measures the first one, and does not fix anything.** That order is deliberate: `AUDIT §C10` cost six builds and five refuted hypotheses by reasoning first, and the last session re-learned it. ### The hypothesis, derived from the code `FSurfaceColumnSource::GetColumn` (`VoxelDensityOpStack.cpp` ~615) memoises a computed column in a **direct-mapped, 4096-entry `thread_local` table**, indexed by a hash of the two XY floats: ```cpp struct FSlot { uint64 Key; float X, Y; FColumn C; }; // 40 bytes thread_local FSlot Slots[4096] = {}; // 160 KB per worker const uint32 Idx = ((HX * 0x9E3779B9u) ^ (HY * 0x85EBCA6Bu)) >> 20; // [0,4095] ``` The original path, `GSurfColCache` in `GetDensityAt`, is instead a **direct-indexed box**: `CI = (IY - Box.BaseY) * Dim + (IX - Box.BaseX)`, with a `Computed[CI]` flag. **No hash, therefore no collisions, therefore every column is computed exactly once.** Now the sampling order, which is the premise that makes this bite. `FVoxelMarchingCubesMesher` pre-samples with **Z as the OUTERMOST loop** (`VoxelMarchingCubesMesher.cpp` ~226): ```cpp for (int32 gz = GzLo; gz <= GzHi; gz++) for (int32 gy = -1; gy <= GridDim; gy++) for (int32 gx = -1; gx <= GridDim; gx++) Generator->GetDensityAt(...); ``` So the mesher sweeps a **whole XY plane at every Z level**. Every column in the tile is revisited once per Z plane — roughly 34 times. The table's own comment sized it for this: *"A chunk is CHUNK_SIZE² columns (1024), so the first draft's 256 entries could not even hold one chunk and thrashed inside a single tile. 4096 covers four chunks."* **That reasoning has a gap.** A direct-mapped table does not need to be full to evict — it needs two live keys to collide. At ~1156 columns per plane in 4096 slots (load factor 0.28), the expected number of columns sharing a slot with another is **~285, about 25 %**. Those columns evict each other, miss again on the next Z plane, and recompute the **entire height stack** — structural source, cliff (four structural resamples), terrace, layer-line, beach, and the ceiling stack — every single plane. Order of magnitude if that is right: ~1156 column computations on the original path versus ~1156 + 285 × 34 ≈ **10 000** on the op path. Roughly **9×** the column work, on the plugin's most expensive archetype. **That is a derivation, not a measurement, and it is exactly the kind of confident chain this project has watched reverse six times.** Hence: count first. ## What to build — two counters, no behaviour change Add to the existing `stat VoxelForge` group from task 001: | counter | incremented when | |---|---| | `ColumnMemoHit` | `GetColumn` found a live entry (the `if` body did **not** run) | | `ColumnMemoMiss` | `GetColumn` recomputed (the `if` body ran) | That is the entire change. Two `INC_DWORD_STAT` calls inside `FSurfaceColumnSource::GetColumn`, around the existing `if (S.Key != ColumnKey || S.X != WorldX || S.Y != WorldY)`. ## ⚠️ Invariants 1. **Change nothing else in `GetColumn`.** Not the table size, not the hash, not the key comparison. The point of this task is to produce a number that decides whether the fix is worth writing; a change bundled in makes the number unattributable. **Do not "obviously improve" the table while you are in there** — if the fix ships in the same build as the instrument, we learn nothing, and this project has a written lesson about exactly that. 2. **`GetColumn` is `const` and runs on mesher workers.** `INC_DWORD_STAT`, never a `static int32++` — same rule as task 001, same reason. 3. **The key comparison is load-bearing and must stay complete.** `S.Key != ColumnKey || S.X != X || S.Y != Y` — the full key is compared on every touch precisely so a hash collision can only cost a recompute and never return **someone else's column**. Do not shorten it to feed a counter. 4. **Zero cost when `STATS == 0`.** No value computed outside the macros. 5. `FCaveCliffMod` and the overhang read this same memo through `Column->GetColumn(...)` (~line 864). They are legitimate traffic and must be counted, not excluded — they are part of why a miss is expensive. ## Acceptance — the prediction is now numeric (tightened 2026-08-16 from the real grid dimensions) The hand-wavy "20–30 %" band this section used to carry has been replaced by an arithmetic prediction, because the inputs are all statically knowable and were read out of the source: - `CHUNK_SIZE = 32`, `CellsPerAxis = 32`, `GridDim = 33`, and the pre-sample loops run `g ∈ [-1, GridDim]` per axis ⇒ **35 × 35 = 1225 distinct columns per tile**, over **35 Z planes** (the mesher's own buffer comment, "35³ floats", confirms the dimension). - 1225 keys in 4096 slots is a load factor of **0.299**. Expected slots holding exactly one key `= 4096 · np(1-p)^(n-1) ≈ 908`, so **~317 columns (25.9 %) share a slot with another** and evict each other on every plane. - ⇒ op path ≈ `1225 + 34 × 317` ≈ **12 000** column computations per tile. Original path (`GSurfColCache`, direct-indexed, `Computed[CI]` persists) = **1225**. **≈ 9.8×.** ### How to read the result ⚠️ **Compare the RATIO OF THE TWO HYPOTHESES, not an absolute percentage.** The overhang and cliff modifiers call `GetColumn` again at the same XY (~line 864); every extra consumer adds **hits** and no misses, so it inflates the denominator and drags the miss *rate* down without changing the verdict. What does not move is the ~10× gap between the two outcomes. | observation | verdict | |---|---| | misses ≈ **8–10×** the hit-path baseline (single-consumer: ~28 % of lookups) | **CONFIRMED** — the table evicts on collision every Z plane. The fix gets its own task, with this run as its "before". | | misses ≈ **1 per distinct column** (single-consumer: ~3 %, hit rate ≥ 97 %) | **hypothesis WRONG.** The table behaves like the box, the ~9.8× does not exist, and the perf cost is suspect 2 (19 virtual calls per voxel). | *A negative result here is a real result.* It retires the most-suspected cause and is worth the build either way; it must be written into `OPSTACK-PROGRESS.md`, not quietly dropped. Report **both raw numbers**, never the ratio alone — a ratio cannot distinguish "few lookups" from "many", and the absolute miss count is what the fix would be reducing. ## Notes for the reviewer (Claude) - Confirm the miss counter sits inside the `if`, and the hit counter in an `else` — not computed from a subtraction, which would silently agree with itself. - Confirm `GetColumn`'s early-out path (if any is added later) cannot skip both counters. - Confirm nothing else in `VoxelDensityOpStack.cpp` changed. `git diff --stat` should show one file and a handful of lines.