feat(math): Route game logic math through WWMath with 3-mode deterministic support#2670
feat(math): Route game logic math through WWMath with 3-mode deterministic support#2670Okladnoj wants to merge 74 commits into
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| Filename | Overview |
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| Core/Libraries/Source/WWVegas/WWMath/wwmath.h | Major refactor adding gm_* wrappers for all trig/math with three-mode dispatch. Parameter naming on Atan2/Atan2_Legacy/Atan2f is inverted from the old (y,x) convention and C standard. WWMath::Sign removed without updating textdraw.cpp. |
| Core/Libraries/Include/Lib/BaseDefines.h | New file controlling RETAIL_COMPATIBLE_CRC and USE_DETERMINISTIC_MATH. Uses __has_include to probe for gmath.h and silently falls back to CRT when gmath.h is absent or RETAIL_COMPATIBLE_CRC=1. |
| cmake/gamemath.cmake | New CMake file fetching GameMath via FetchContent at a pinned commit. Intrinsics disabled (FORCE) for determinism. Uses global include_directories() intentionally for ODR safety. |
| cmake/compilers.cmake | Adds -ffp-contract=off for non-MSVC compilers to prevent FMA contraction that breaks bit-exact parity with MSVC /fp:precise. Correctly scoped to non-VC6 non-MSVC path. |
| Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp | Splits CRC into Deterministic (WWMath) and Native (system) variants. Adds runBenchmark(). All trig calls in deterministic path now route through WWMath. |
| Core/Libraries/Include/Lib/BaseType.h | REAL_TO_INT_CEIL/FLOOR condition now correctly requires both RTS_GENERALS and RETAIL_COMPATIBLE_CRC. Coord3D::length() preserves RETAIL_COMPATIBLE_CRC path with a documented known-behavior note. |
| Generals/Code/GameEngine/Source/Common/System/Trig.cpp | Stripped old lookup-table generation dead code, now routes Sin/Cos/Tan/ACos/ASin/Sqrt through WWMath wrappers. |
| Core/Libraries/Source/WWVegas/WWMath/wwmath.cpp | Init() now uses deterministic trig for lookup table population when RETAIL_COMPATIBLE_CRC=0, keeping tables consistent with the selected math mode. |
Flowchart
%%{init: {'theme': 'neutral'}}%%
flowchart TD
A[Math call site\ne.g. WWMath::Sinf] --> B{IS_VS6_BUILD?}
B -- Yes --> C[x87 inline asm\nfsin/fcos/fsqrt]
B -- No --> D{USE_DETERMINISTIC_MATH?}
D -- No --> E[CRT system math\nsinf/cosf/sqrtf]
D -- Yes --> F[GameMath fdlibm\ngm_sinf/gm_cosf]
G[BaseDefines.h] --> H{RETAIL_COMPATIBLE_CRC == 1?\ndefault: yes}
H -- Yes --> I[undef USE_DETERMINISTIC_MATH\nsilent CRT fallback]
H -- No --> J{__has_include gmath.h?}
J -- No --> I
J -- Yes --> K[USE_DETERMINISTIC_MATH active]
L[cmake/gamemath.cmake\nFetchContent GameMath] --> M[include_directories\ngmath.h available globally]
M --> J
style C fill:#FFA500
style E fill:#6699FF
style F fill:#66BB66
style I fill:#AAAAAA
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flowchart TD
A[Math call site\ne.g. WWMath::Sinf] --> B{IS_VS6_BUILD?}
B -- Yes --> C[x87 inline asm\nfsin/fcos/fsqrt]
B -- No --> D{USE_DETERMINISTIC_MATH?}
D -- No --> E[CRT system math\nsinf/cosf/sqrtf]
D -- Yes --> F[GameMath fdlibm\ngm_sinf/gm_cosf]
G[BaseDefines.h] --> H{RETAIL_COMPATIBLE_CRC == 1?\ndefault: yes}
H -- Yes --> I[undef USE_DETERMINISTIC_MATH\nsilent CRT fallback]
H -- No --> J{__has_include gmath.h?}
J -- No --> I
J -- Yes --> K[USE_DETERMINISTIC_MATH active]
L[cmake/gamemath.cmake\nFetchContent GameMath] --> M[include_directories\ngmath.h available globally]
M --> J
style C fill:#FFA500
style E fill:#6699FF
style F fill:#66BB66
style I fill:#AAAAAA
Reviews (9): Last reviewed commit: "Merge remote-tracking branch 'origin/mai..." | Re-trigger Greptile
Here is what replay playback looks like at the moment.
I’m testing this on a separate branch: I slightly adjusted the CI there so I can run Win32 and get access to the game resources. |
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You did not review the changes you made with AI. It has issues that you should fix before asking it to be reviewed. |
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This change does too many things. It is better to first consolidate trig and wwmath and maybe other sources of math, before going into gamemath territory. |
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@xezon Hey! I understand your point, but the reason I didn't fully consolidate As we saw in PR #2602, fully removing That's exactly why I chose this "routing" approach for this PR. By keeping the Perhaps the best option would be to test this PR first, and if everything is fine — merge it. And only after that, we can focus on a second PR dedicated purely to the architectural cleanup (removing |
| static WWINLINE float ASinTrig(float x) { return asinf(x); } | ||
| #endif | ||
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| // Origin wrappers: replace bare CRT math calls in GameLogic. |
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I am not a fan of the "origin" terminology for these functions. What is this supposed to mean?
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"Origin" means the original EA code called bare CRT functions (sqrt, acos, sinf...). The suffix marks which exact CRT function was used originally: SqrtOrigin(double) = was sqrt(), SqrtfOrigin(float) = was sqrtf(). These are not just type variants — they are different math paths. Will rename to _ convention: Sqrt_Origin, Sqrtf_Origin.
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This is not good naming. They should just be called "Sqrt", "Cos", "Sin", etc.
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Ceil(float) and Floor(float) are original EA code (line 157 in main). They are only used in rendering (visrasterizer.cpp) and Normalize_Angle. Not part of CRC game logic — no need to wrap.
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Keep it simple and consolidate code. No math function duplicates.
| Real x, y, z; | ||
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| Real length() const { return (Real)sqrt( x*x + y*y + z*z ); } | ||
| Real length() const { return (Real)Sqrt( x*x + y*y + z*z ); } |
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This is now calling a Sqrt(double). Is this intentional? If yes, why?
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Yes, intentional. Sqrt(double) is a free function from trig.h → WWMath::SqrtOrigin(x). Original EA called bare sqrt(). Coord3D::length() is used in game logic and participates in CRC — must be deterministic.
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And (Real)sqrt( x*x + y*y + z*z ); was calling double sqrt(double) ?
- Merge gmath.h include + USE_DETERMINISTIC_MATH into single __has_include block - Replace all #ifdef/#if defined() with #if USE_DETERMINISTIC_MATH - Remove TheSuperHackers @fix prefix from cmake comment - Expand ODR abbreviation in gamemath.cmake comment - Add blank lines after setFPMode() in benchmark - Fix iters abbreviation in printf - Simplify benchmark: remove replay dependency, auto-trigger at frame 400
- Merge gmath.h include + USE_DETERMINISTIC_MATH into single __has_include block - Replace all #ifdef/#if defined() with #if USE_DETERMINISTIC_MATH - Remove TheSuperHackers @fix prefix from cmake comment - Expand ODR abbreviation in gamemath.cmake comment - Add blank lines after setFPMode() in benchmark - Fix iters abbreviation in printf - Simplify benchmark: remove replay dependency, auto-trigger at frame 400 - Rename WWMath wrappers to Function_Name convention (578 replacements, 79 files)
* feat(deterministic-math): scaffold phase 4 routing Port the first deterministic math batch derived from TheSuperHackers PR TheSuperHackers#2670 with incremental gating and attribution compliance. - add non-MSVC anti-FMA compile flag (-ffp-contract=off) - route trig and sqrt gateways through WWMath wrappers - add gamemath.cmake integration scaffold with deterministic flag - update project rule for upstream PR attribution comments - update lessons learned and May dev diary * fix(headless): stabilize replay simulation on macOS - Override ParticleSystemManagerDummy::update() as no-op to prevent headless replay from executing the full particle update path, which caused EXC_BAD_ACCESS crash at ParticleSystemManager::update()+560 - Route SDL3GameEngine::createRadar() and createParticleSystemManager() to their Dummy counterparts when dummy=true (headless mode), matching upstream Win32GameEngine factory behavior - Guard ParticleSystemManager::update() loop against stale null entries with early continue before sys->update() dispatch - Skip smudge rendering path in headless via m_headless guard in ParticleSystemManager::update() - Add null-file guards in RecorderClass::readNextFrame(), appendNextCommand(), and updatePlayback() for both Generals and ZH to prevent null dereference when playback file is closed mid-loop * fix(replay-headless): harden texture creation flow Guard D3DX8 and DX8 wrapper texture allocation paths when device or caps are unavailable in headless replay windows. Fail texture load tasks safely instead of dereferencing null state. Also harden missing texture fallback handling and record session notes in May diary and lessons. * fix(replay-recording): handle mixed path separators correctly when serializing map name The loop condition checking for path separators was incomplete on Linux/macOS paths: - realMapPathToPortableMapPath() converts platform paths to portable format - Portable paths may contain forward slashes (Linux/macOS standard) - Loop condition find(backslash) never matched forward-slash-only paths - This left newMapName EMPTY when writing replay header - Result: replays stored with corrupted map name field Fix: Check !isEmpty() AND (find(backslash) OR find(forward slash)) - Loop correctly terminates when last token (filename) is reached - Works with both Windows (backslash) and Unix (forward slash) separators - Applies to both GameInfoToAsciiString() and GameInfo::setMap() Test results: - macos_skirmish_1v1.rep: PASS - macos_6p_custom_map_2.rep: PASS (CRC fallback resolves map) - macos_1v1_custom_map_1.rep: CRC mismatch (expected, data incompatible) * fix(replay-mapcache): normalize map cache path and replay map field Fix cross-platform replay/map issues found on macOS:\n- write/read MapCache.ini using portable path join (no literal \ filename)\n- keep replay header path handling for absolute and directory-based -replay inputs\n- add explicit replay CRC mismatch diagnostics for headless runs\n- encode/decode replay map field to preserve special characters in map names\n\nValidation:\n- macOS z_generals build completed successfully\n- replay tests: official/custom map cases load natively; incompatible replay reports frame-0 CRC mismatch * fix(particle-emitter): null-safe strdup in copy constructor ParticleEmitterClass copy constructor called ::_strdup() on NameString and UserString without null checks, causing SIGSEGV when either field was null. Crash observed at: ParticleEmitterClass::Clone() -> copy ctor -> ::_strdup(nullptr) -> strlen(nullptr) -> SIGSEGV (KERN_INVALID_ADDRESS at 0x0) Triggered by W3DGhostObject::snapShot() during normal gameplay. Fix: guard strdup calls with null check before dereferencing. Applied to both GeneralsMD and Generals variants. * docs(replay): add headless testing reference and tech debt notes - HEADLESS_REPLAY_TESTING.md: commands, parameters, output interpretation, platform notes, debug tips (GDB/lldb) for macOS and Linux - REPLAY_MAPCACHE_TECH_DEBT.md: tracked known issues for custom map CRC fallback and (resolved) MapCache.ini backslash filename bug
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Hi @xezon! I have addressed all your review feedback points and updated the PR. CI Status: To save you from hunting through all the comment threads, here is a consolidated list of the answers and solutions to your review points:
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Keep it simple and consolidate code. No math function duplicates.
| static WWINLINE float ASinTrig(float x) { return asinf(x); } | ||
| #endif | ||
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| // Origin wrappers: replace bare CRT math calls in GameLogic. |
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This is not good naming. They should just be called "Sqrt", "Cos", "Sin", etc.
| static WWINLINE double PowOrigin(double x, double y) { return pow(x, y); } | ||
| static WWINLINE float PowfOrigin(float x, float y) { return powf(x, y); } | ||
| static WWINLINE double CeilOrigin(double x) { return ceil(x); } | ||
| static WWINLINE float CeilfOrigin(float x) { return ceilf(x); } |
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Ok. Then remove these duplicates and simply call ceil or std::ceil & Co at the non logical critical call sites. This way these extra functions can be removed here.
| static WWINLINE float Atan2fOrigin(float y, float x) { return atan2f(y, x); } | ||
| static WWINLINE double AtanOrigin(double x) { return atan(x); } | ||
| static WWINLINE float AtanfOrigin(float x) { return atanf(x); } | ||
| static WWINLINE double ACosOrigin(double x) { return acos(x); } |
| static WWINLINE double AtanOrigin(double x) { return (double)gm_atanf((float)x); } | ||
| static WWINLINE float AtanfOrigin(float x) { return gm_atanf(x); } | ||
| static WWINLINE double ACosOrigin(double x) { return (double)gm_acosf((float)x); } | ||
| static WWINLINE float ACosfOrigin(float x) { return gm_acosf(x); } |
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The reason f suffix math functions exist is for C. C does not support function overloading.
I do not agree with your arguments for dangerous overloads. Overloading is very common in C++ and is desired to call the right function for the right type. Programmer does not need to remember to call f version for floats.
auto f1 = getValue();
auto f2 = acos(f1); // function overload picks the right version for the supported float type| Real x, y, z; | ||
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| Real length() const { return (Real)sqrt( x*x + y*y + z*z ); } | ||
| Real length() const { return (Real)Sqrt( x*x + y*y + z*z ); } |
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And (Real)sqrt( x*x + y*y + z*z ); was calling double sqrt(double) ?
| Real Sin(Real x) | ||
| { | ||
| return sinf(x); | ||
| return WWMath::Sin_Trig(x); |
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What is the point of moving the function body to WWMath, when it is just meant to be called through this trig file? Better keep it simple and just do it in here. No trampoline to WWMath.
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Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the However, there are a couple of critical architectural points concerning the preservation of old replays (suffixes) and determinism ( 1. C++ Overloads vs Explicit types (why suffixes are needed)I want to explain why I had to come to an explicit separation of functions via suffixes instead of using C++ overloads. This is tied to the necessity of preserving 100% backwards compatibility for old builds (VC6 Retail Compatibility). I introduced 3 types of functions because they reflect 3 completely different mathematical paths (math paths) in the original EA engine. Our codebase serves three build modes at once (VC6, Win32, and Deterministic), and if we don't strictly fix the paths, we will lose Retail compatibility on old compilers:
Explicit suffixes strictly lock the original execution path. They guarantee that the exact function intended in the original game is called, avoiding unpredictable compiler behavior during overload resolution. Examples (The mechanics of overload conflicts)Here is, with examples, how the overload mechanism breaks the original branches when compiling under VC6: Example A: Conflicting identical signatures (
C++ overloads only work with different argument types. How is the compiler supposed to know which of the two Example B: Path substitution via typing ( float myVal = 0.5f;
float result = acos(myVal); // In the original, this is a call to <math.h> double acos(double)Since What happens if we introduce the overloads 2. Sqrt(double) in BaseType.h:391
Yes, in the original game it fell back to the system CRT 3. "Trampolines" in Trig.cpp
The fact is that I was acting exactly according to your original task from the previous PR (#2602). I did exactly that. But But I moved the implementation itself to 4. Duplicates (Ceil / Floor)Regarding |
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| # FORCE is required to guarantee cross-platform bit-exact determinism. | |||
| # Intrinsics would use platform-specific SIMD, breaking CRC parity between architectures. | |||
| set(GM_ENABLE_INTRINSICS OFF CACHE BOOL "Disable intrinsics for cross-arch determinism" FORCE) | |||
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This shouldn't be needed, only intrinsics that match behaviour with the C functions are used and there are test cases that ensure this holds true.
| // GameMath only provides float-precision functions. All call sites pass float-width | ||
| // values, so the narrowing is lossless in practice. | ||
| #if USE_DETERMINISTIC_MATH | ||
| static WWINLINE double Sqrt_Origin(double x) { return (double)gm_sqrtf((float)x); } |
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Game math provides double versions of all math functions unlike the original math lib you were using so this needs updating.
It is a bit tough to fight through this much AI generated text. Please push the last state of the code and then I can take a look at it in Visual Studio and try to polish it up if it needs polishing. I expect this is faster than chatting about where to go with this. Generally, try to not trust the AI generated code too much. It generates code that is for machines, not humans. |
I wrote every point personally — I only asked AI to format it properly, fix spelling, and translate it into English, exactly like I’m asking now, because my English is not very strong. I personally worked through every point of that long text, so it would be better to read it carefully and understand the reasoning behind it — there is nothing unnecessary there. The main point is that suffixes like In the original project, before deterministic math was introduced, there were places with mixed math inside the game logic that affects the CRC. When If we could simply remove |
@xezon The project’s math was not always written with a clean and transparent architecture — or at least not all parts of it were. Maybe this was even done intentionally to make it harder to reverse-engineer the CRC logic. At the moment, all workflows build successfully, and all replays also play successfully both with deterministic math enabled and disabled. Above, I sent a screenshot of your job, plus one additional replay run that I configured specifically to verify Win32. |
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Ok fair comments. I was under the impression I was chatting with AI generated text because of all the polished formatting. Can you push the latest state to the branch that you have now? I would like to take a look at it in Visual Studio next. Btw, Replay Check is currently broken. We need to wait until after that is fixed. |
The branch is already up to date — I haven't made any changes since the last push, I was waiting for your feedback. Feel free to take the current branch and work on it in VS. If you need my help — push your changes and I'll pick up from there. Regarding the broken Replay Check — the CI runner has no way to obtain the game data. I solved this by extracting a minimal set of files from the Steam distribution (no textures, audio, or GUI — just enough for replay verification), uploaded them as a release to a private repository ( |
The last push in from 08 May |
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Polished and pushed to the wip-deterministic-math-v3 branch a bit more. Caball tested it against 2500 Replays and it passed. @Okladnoj please test the determinism with 2 game clients. |
I ported the deterministic math version 3 to the Mac port project. And I played a game on the Twilight Forest map (duration about 30-40 minutes) and recorded a replay. Since I don't have a proper Windows setup that can run the game, I used CI to test the Mac replay on a Windows machine. The replay played successfully on both the old vc6 compiler build and the new win32 compiler build without any desyncs. Can any of the Windows developers build the game client with v3 math and play a multiplayer game with me (I will be on Mac OS)? |
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Ok that is very promising indeed. |
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I've added your changes to my own fork running one windows machine and one mac machine. These changes are amazing, and I ran into 3 additional mismatch issues, but now have it working for me with Mac M4 vs Windows on a local network game. These issues/fixes have been working for me, though still need more heavy testing:
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@Okladnoj The vc6 string format fix is merged. Do you need help here splitting the math refactors from changes or can you do it? |
@xezon I added a few additional overloads here: All math non-determinism was confirmed by these tests: At the moment, the game runs without desyncs as long as rockets are not fired. The desync happens for a different reason: the asynchronous behavior of the render engine on Mac breaks the creation of “unit bones”, which are used to calculate rocket spawn positions. I am still working on this here: For now, both branches are very dirty — there is a lot of detailed logging added there. |
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I'm impressed that 32bit builds using x87 fpu are able to be matched with other platforms at all to be honest, I never expected any of the game maths stuff to generate matching results to other none x86 platforms without fully using SSE/SSE2. |
This looks like it makes sense. I suggest to sort them between between their respective buddies. |
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The GameLogic change needs to be a separate pull request. Rebuild.ps1 does not look like it belongs into the repository. Default value of RETAIL_COMPATIBLE_CRC should not be changed. Math float function overloads can be sorted better to their buddy functions. We need to take all the math changes and split them into smaller commits, 2 or 3 final, to decouple refactorings from adding new math variants. Can you do it? Otherwise I can when I eventually get time for it. |
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Unless there is more to fix first. |
Everything is done from my side. Further work will only make sense once the deterministic math is ported to the GOD-team project. For one, the game engine runs at 60 Hz there instead of 30 Hz, and the codebase is also slightly different. |
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Integration of xezon's refactoring + fixes from PR xezon#10Following advice from mirelle (community patch developer/contributor — Discord), I've consolidated everything into this single PR for easier review. What changedThe branch now includes:
Testing resultsI performed detailed testing of a real native game without any wrappers, Wine, or Parallels — Mac vs Windows directly:
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Rework of #2602, incorporating review feedback:
USE_DETERMINISTIC_MATHunconditional for non-VC6 — missinggmath.his now a compile error instead of silent fallback to x87/CRTCI: win32 + vc6 ✅, replay checks ✅
Open question: Replay checks pass both with and without
USE_DETERMINISTIC_MATH, even though golden replays were recorded with an x87 build. The replays may not containMSG_LOGIC_CRCmessages, meaning the check only validates absence of crashes rather than game state CRC parity. If anyone has insight on this — please share.Testing results
Cross-platform deterministic math parity verified with
SimulationMathCrc::runBenchmark— computes CRC over 10 000 iterations of sin/cos/tan/atan2/sqrt/pow across a fixed input set.fdlibm(deterministic)76B53840fdlibm(deterministic)76B53840E8B6385AE8B6385AB7B838508BB5B841Key fix:
-ffp-contract=offincmake/compilers.cmake— prevents Clang from emitting FMA instructions (fmadd) that skip intermediate rounding, breaking bit-exact parity with MSVC's/fp:precisedefault.