Skip to content

feat(math): Route game logic math through WWMath with 3-mode deterministic support - #2670

Open
Okladnoj wants to merge 14 commits into
TheSuperHackers:mainfrom
Okladnoj:okji/feat/deterministic-math-v2
Open

feat(math): Route game logic math through WWMath with 3-mode deterministic support#2670
Okladnoj wants to merge 14 commits into
TheSuperHackers:mainfrom
Okladnoj:okji/feat/deterministic-math-v2

Conversation

@Okladnoj

@Okladnoj Okladnoj commented May 1, 2026

Copy link
Copy Markdown

Rework of #2602, incorporating review feedback:

  • GameMath via FetchContent (per @stephanmeesters, @OmniBlade recommendation)
  • Trig.cpp preserved, redirected to WWMath instead of deleted (per @xezon request for standalone change)
  • 3 math modes: VC6 (x87 inline asm), CRT (standard library), GameMath deterministic (per @Mauller recommendation)
  • USE_DETERMINISTIC_MATH defaults on for non-VC6. BaseDefines.h turns it off automatically when gmath.h is not available or when RETAIL_COMPATIBLE_CRC is set, so a build without GameMath falls back to the CRT path rather than failing
  • GameMath keeps its own intrinsics default — the earlier GM_ENABLE_INTRINSICS=OFF override was dropped after a Windows replay run showed byte-identical CRC logs with intrinsics on and off
  • Linear history on top of current main, no merge commits

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 contain MSG_LOGIC_CRC messages, 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.

System Compiler Math Library CRC Perf (10 000 iters)
Win32 x86 MSVC (modern) fdlibm (deterministic) 🟩 76B53840 ~6 ms
macOS ARM64 Apple Clang fdlibm (deterministic) 🟩 76B53840 ~11 ms
Win32 x86 MSVC (modern) system math (native) 🟦 E8B6385A ~3 ms
macOS ARM64 Apple Clang system math (native) 🟦 E8B6385A ~5 ms
Win32 x86 VC6 (legacy) x87 CRT (no fdlibm) 🟧 B7B83850 ~17 ms
Win32 x86 VC6 (legacy) system math (native) 🟥 8BB5B841 ~5 ms
  • 🟩 cross-platform deterministic parity achieved (Win32 modern = macOS ARM64)
  • 🟦 native system math match (Win32 modern = macOS ARM64)
  • 🟧 VC6 deterministic (x87 CRT, separate group — fdlibm not supported)
  • 🟥 VC6 native (x87 CRT, separate group)

Key fix: -ffp-contract=off in cmake/compilers.cmake — prevents Clang from emitting FMA instructions (fmadd) that skip intermediate rounding, breaking bit-exact parity with MSVC's /fp:precise default.

image

@greptile-apps

greptile-apps Bot commented May 1, 2026

Copy link
Copy Markdown

Greptile Summary

This PR routes game math through WWMath and adds deterministic GameMath support. The main changes are:

  • GameMath integration through CMake for non-VC6 builds.
  • WWMath wrappers for deterministic, native, and legacy math paths.
  • Trig.cpp forwarding preserved through WWMath.
  • A diagnostic math CRC benchmark for deterministic/native comparisons.
  • Broad game logic and rendering math call sites moved from raw CRT calls to WWMath.

Confidence Score: 4/5

This is close, but the math-mode gate should be fixed before merging.

  • The new default gate still turns off the GameMath path in normal non-VC6 builds.
  • The updated call sites can look deterministic while still using CRT math underneath.
  • The CRC helper itself now routes the previously raw math calls through WWMath.

Core/Libraries/Include/Lib/BaseDefines.h

Important Files Changed

Filename Overview
Core/Libraries/Include/Lib/BaseDefines.h Adds the shared math-mode defaults, but the default CRC setting still disables the GameMath path.
Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Updates the diagnostic CRC path to use WWMath wrappers for the benchmarked math operations.
Core/Libraries/Source/WWVegas/WWMath/wwmath.h Provides the wrapper surface used by the changed math call sites.
Prompt To Fix All With AI
Fix the following 1 code review issue. Work through them one at a time, proposing concise fixes.

---

### Issue 1 of 1
Core/Libraries/Include/Lib/BaseDefines.h:35-36
**Deterministic math disabled**

`RETAIL_COMPATIBLE_CRC` defaults to `1`, so this condition is true even when `gmath.h` is present. That undefines `USE_DETERMINISTIC_MATH`, and the WWMath wrappers compile their CRT branches instead of the GameMath branches. A default non-VC6 build can therefore run the old platform math path and still pass through the new WWMath call sites, so cross-platform simulation can diverge even though GameMath was fetched.

Reviews (11): Last reviewed commit: "Merge remote-tracking branch 'origin/mai..." | Re-trigger Greptile

Comment thread Generals/Code/GameEngine/Source/Common/System/Trig.cpp Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
@Okladnoj

Okladnoj commented May 1, 2026

Copy link
Copy Markdown
Author
image Here is what replay playback looks like at the moment.

I’m testing this on a separate branch:
https://github.com/Okladnoj/GeneralsGameCode/okji/test/deterministic-math-v2

I slightly adjusted the CI there so I can run Win32 and get access to the game resources.

@Okladnoj
Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 854cc7b to 779f714 Compare May 1, 2026 00:49
@Skyaero42

Copy link
Copy Markdown

You did not review the changes you made with AI. It has issues that you should fix before asking it to be reviewed.

@Okladnoj Okladnoj left a comment

Copy link
Copy Markdown
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

reviwed all changes

@xezon

xezon commented May 2, 2026

Copy link
Copy Markdown

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.

@Okladnoj
Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 4b5675d to ddea128 Compare May 3, 2026 15:09
@Okladnoj

Okladnoj commented May 3, 2026

Copy link
Copy Markdown
Author

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.

@xezon Hey! I understand your point, but the reason I didn't fully consolidate trig and wwmath in this PR is exactly to avoid doing too many things at once.

As we saw in PR #2602, fully removing trig.h and replacing it with WWMath across the codebase touches over 120 files. Mixing a massive 120+ file architectural refactoring with a core feature addition (GameMath) made the previous PR extremely difficult to review and broke compilation for some standalone utilities, because trig.h is used outside of just game math.

That's exactly why I chose this "routing" approach for this PR. By keeping the trig.h interface intact and just routing its internal implementation to WWMath, we achieve the deterministic math goals with a much smaller and safer footprint.

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 trig.h across all 120+ files)?

Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Missing gm math variants.

Copy link
Copy Markdown
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Keep it simple and consolidate code. No math function duplicates.

Comment thread Core/Libraries/Include/Lib/BaseType.h Outdated
Real x, y, z;

Real length() const { return (Real)sqrt( x*x + y*y + z*z ); }
Real length() const { return (Real)Sqrt( x*x + y*y + z*z ); }

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This is now calling a Sqrt(double). Is this intentional? If yes, why?

Copy link
Copy Markdown
Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

And (Real)sqrt( x*x + y*y + z*z ); was calling double sqrt(double) ?

Comment thread cmake/gamemath.cmake Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Comment thread Core/GameEngine/Source/Common/Diagnostic/SimulationMathCrc.cpp Outdated
Okladnoj added a commit to Okladnoj/GeneralsGameCode that referenced this pull request May 5, 2026


- 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
Okladnoj added a commit to Okladnoj/GeneralsGameCode that referenced this pull request May 5, 2026


- 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)
fbraz3 added a commit to fbraz3/GeneralsX that referenced this pull request May 7, 2026
* 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
@Okladnoj

Okladnoj commented May 8, 2026

Copy link
Copy Markdown
Author

Hi @xezon! I have addressed all your review feedback points and updated the PR.

CI Status:
The CI is completely green. I ran the benchmarks on both Win32 and VC6 with the latest changes, and the CRC results perfectly match our previous deterministic baselines (76B53840 for deterministic, E8B6385A for native).

To save you from hunting through all the comment threads, here is a consolidated list of the answers and solutions to your review points:

  • Function_Name convention / Naming inconsistencies
    Fixed. Renamed all math wrappers to use the _Origin and _Trig convention. The _Trig suffix also cleanly resolves conflicts with legacy EA names (e.g., ACos_Trig vs Acos).
  • Move #define next to #include gmath
    Fixed.
  • Redundant VC6 guard
    Fixed — removed the outer #if !(defined(_MSC_VER)...) guard, kept only __has_include. VC6 doesn't support __has_include, so the block is naturally skipped.
  • "origin" terminology
    "Origin" means the original EA code called bare CRT functions (sqrt, acos, sinf...). The suffix explicitly marks which exact CRT function was used originally. These are not just type variants — they are different precision math paths.
  • Missing gm math variants / CeilfOrigin identical to Ceil
    Ceil(float) and Floor(float) are original EA code used only in rendering (visrasterizer.cpp). Determinism isn't needed there. However, CeilfOrigin(float) is a game logic wrapper that routes to gm_ceilf. Therefore, they are not identical.
  • C++ overloads instead of f suffix
    Overloads are dangerous here. GameMath only provides float functions (the double version always narrows). With overloads, the compiler silently picks the version by argument type and could inadvertently change the precision path. Explicit names protect against this.
  • No @fix prefix in CMake / What is ODR? / Line breaks / iters typo
    Fixed.
  • Benchmark in GameLogic::update()
    Moved the auto-benchmark out of the replay loop. It is now a simple compile-time flag. (Did not prepare an ImGui stub since ImGui does not exist in the project).
  • VS6 exclusion necessary in CMake?
    Yes, it is necessary. VC6 doesn't support <stdint.h> and long long required by GameMath. Removing the exclusion will break the build.
  • Sqrt(double) intentional in BaseType.h?
    Yes, intentional. Coord3D::length() is used in game logic and participates in CRC — it must be strictly deterministic.

Okladnoj added a commit to OKJID/GameClient that referenced this pull request May 8, 2026

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Keep it simple and consolidate code. No math function duplicates.

Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
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); }

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

Comment thread Core/Libraries/Source/WWVegas/WWMath/wwmath.h Outdated
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); }

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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

Comment thread Core/Libraries/Include/Lib/BaseType.h Outdated
Real x, y, z;

Real length() const { return (Real)sqrt( x*x + y*y + z*z ); }
Real length() const { return (Real)Sqrt( x*x + y*y + z*z ); }

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

@Okladnoj

Copy link
Copy Markdown
Author

Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the Ceil/Floor wrappers for the renderer).

However, there are a couple of critical architectural points concerning the preservation of old replays (suffixes) and determinism (Trig.cpp) that I want to clarify before pushing changes.

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:

  1. Without suffix (WWMath::Cos): This is the original Westwood Math implementation. In the original game on VC6/Win32, it compiles into inline x87 asm (fcos).
  2. With _Trig suffix (WWMath::Cos_Trig): This is a replacement for the global Cos() function from Trig.cpp. In the original game on VC6, it called the CRT function cosf() (not fcos!). The difference in the lowest bits between fcos and cosf() is critical: if I merge them into a single function without a suffix, the retail build will start calling fcos instead of cosf(), and the original logic will break.
  3. With _Origin and f_Origin suffixes (ACos_Origin vs ACosf_Origin): These replace direct system calls to acos(double) and acosf(float) in GameLogic. The deterministic library GameMath provides only float versions. My double version is forced to do a narrowing cast: (double)gm_acosf((float)x).
    The original EA code often passed variables of type float into system functions expecting double (e.g., acos()), relying on automatic type promotion by the compiler.
    If I switch to C++ overloads (just ACos), then when passing a float, the compiler will automatically pick the float overload. This will change the original math path (instead of calling the double version with narrowing, it will call the pure float version).

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 (_Trig)
In the original game, we had two different math paths that took the exact same type (float), but executed different instructions:

  1. The original WWMath::Cos(float) → compiled into fcos (inline asm).
  2. The original Trig::Cos(float) → compiled into cosf() (CRT).

C++ overloads only work with different argument types. How is the compiler supposed to know which of the two Cos(1.0f) calls should go to assembler, and which should go to the system CRT, if their signatures are absolutely identical? It can't.
If we remove _Trig and leave only WWMath::Cos(float), then in the VC6 build, all code from the former Trig.cpp will start invoking the fcos assembler instead of the original cosf(). The math is broken.

Example B: Path substitution via typing (_Origin)
On the calling code side in GameLogic, EA often wrote like this:

float myVal = 0.5f;
float result = acos(myVal); // In the original, this is a call to <math.h> double acos(double)

Since acos in C accepted a double, the compiler did an implicit cast: float -> double -> acos(double) -> float.

What happens if we introduce the overloads WWMath::ACos(float) and WWMath::ACos(double)?
The call to WWMath::ACos(myVal) will see the float type. The C++ overload mechanism will directly call the float overload, completely ignoring the original path with promotion to double. The VC6 logic is broken! The explicit suffix ACos_Origin(double) takes away the compiler's right to choose and strictly forces the original math path.

2. Sqrt(double) in BaseType.h:391

And (Real)sqrt( x*x + y*y + z*z ); was calling double sqrt(double) ?

Yes, in the original game it fell back to the system CRT double sqrt(double). But the problem is that Coord3D::length() is actively used in game logic (it participates in physics and CRC calculations). If I leave the system double, we will have discrepancies between Mac, Win32, and VC6. I have to forcibly cast it to deterministic float (at the cost of precision loss) to guarantee cross-platform sync.

3. "Trampolines" in Trig.cpp

What is the point of moving the function body to WWMath... No trampoline to WWMath.

The fact is that I was acting exactly according to your original task from the previous PR (#2602).
You wrote then: "Generally it is a bad sign if simplifying code would break something. If so, it needs to be fixed", and asked me to physically delete the old Trig.cpp files, migrating everything to WWMath.

I did exactly that. But stephanmeesters discovered that completely deleting trig.h breaks the VC6 / Win32 compilation (over 120 files are affected due to implicit includes).
To save the VC6 build, I had to restore the old Trig.h interface.

But I moved the implementation itself to wwmath.h to fulfill your requirement for math consolidation. If I write #if USE_DETERMINISTIC_MATH directly inside Trig.cpp, I will have to do it twice (since there are two Trig.cpp files in the engine — in Generals and GeneralsMD).
The trampoline is a transitional compromise that allowed us to not break the VC6 build and to gather the deterministic logic strictly in one place, as we planned. In the second phase, when there is already a working system with deterministic math in the main branch, we can start looking for the best way to delete trig.h and fully rely on wwmath.

4. Duplicates (Ceil / Floor)

Regarding Ceil and Floor — here I completely agree with you.
Since these functions (along with their original EA versions) are used exclusively in rendering (e.g., in visrasterizer.cpp) and do not participate in CRC calculations for network play, wrapping them in WWMath makes no sense.
I will completely remove these wrappers from wwmath.h and write direct calls to std::ceil / std::floor right at their call sites in the render code.

Comment thread cmake/gamemath.cmake Outdated
@@ -0,0 +1,16 @@
# 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)

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

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.

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

How do we verify that?

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

GameMath ships with a test for this that compares the intrinsic and none intrinsic versions.

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

GameMath has tests that check both code paths.

// 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); }

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Game math provides double versions of all math functions unlike the original math lib you were using so this needs updating.

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I fixed that on my branch.

@xezon

xezon commented May 18, 2026

Copy link
Copy Markdown

Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the Ceil/Floor wrappers for the renderer).

However, there are a couple of critical architectural points concerning the preservation of old replays (suffixes) and determinism (Trig.cpp) that I want to clarify before pushing changes.

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.

@xezon xezon added Major Severity: Minor < Major < Critical < Blocker Gen Relates to Generals ZH Relates to Zero Hour Platform Work towards platform support, such as Linux, MacOS labels May 18, 2026
@Okladnoj

Copy link
Copy Markdown
Author

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 _Trig and _Origin are physically necessary for us, because overloading cannot handle this task properly.

In the original project, before deterministic math was introduced, there were places with mixed math inside the game logic that affects the CRC. When USE_DETERMINISTIC_MATH is disabled, we need to support the old CRC calculation system, which means we need simultaneous _Trig and _Origin implementations.

If we could simply remove USE_DETERMINISTIC_MATH from the project, there would not be such a large-scale transformation and interweaving of math functions. But in the old mode, we support not only Win32, but also VC6 with its own assembly functions.

@Okladnoj

Copy link
Copy Markdown
Author

Hi @xezon! Thanks for the detailed review. I agree with some of your points regarding code cleanliness (I will remove the Ceil/Floor wrappers for the renderer).

@xezon
In short, I don’t think it can be explained much shorter or simpler than in that message.

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.

@xezon

xezon commented May 18, 2026

Copy link
Copy Markdown

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.

@Okladnoj

Copy link
Copy Markdown
Author

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 (Okladnoj/generals-gamedata), and connected it to the workflow via a PAT secret (GAMEDATA_PAT). The CI downloads the data using gh release download, verifies SHA256, and uses it for replay check. You can see the configuration on the test branch: okji/test/deterministic-math-v2 — file .github/workflows/check-replays.yml. Feel free to adopt this approach — or give me access to your organization, and I'll create a similar private repo with the data and wire it up to your CI.

@xezon

xezon commented May 23, 2026

Copy link
Copy Markdown

The branch is already up to date

The last push in from 08 May

@xezon

This comment was marked as resolved.

Introduces the gamemath.cmake module and wires HAS_GAMEMATH /
USE_DETERMINISTIC_MATH through the compiler configuration.
…TH switches

Moves RETAIL_COMPATIBLE_CRC into BaseDefines.h so that WWMath can see it
without depending on GameDefines.h, and adds USE_DETERMINISTIC_MATH which
is disabled automatically when retail CRC compatibility is required.
Adds the WWMath wrappers that dispatch between the deterministic gamemath
implementation and the platform libm, plus the _Legacy variants used by
rendering code that must stay outside the simulation.
Replaces direct libm calls in the game simulation of both Generals and
Zero Hour with the WWMath wrappers, so that the simulation uses the
deterministic implementation when it is enabled.
@Okladnoj
Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 03c861f to 5a84bf1 Compare August 19, 2026 16:25
Keeps the GameLogic sources free of direct libm calls after the nuke
radius debug draw was added.
@Okladnoj
Okladnoj force-pushed the okji/feat/deterministic-math-v2 branch from 5a84bf1 to 56a9dbf Compare August 19, 2026 20:27
@Okladnoj

Copy link
Copy Markdown
Author

Hi @xezon @OmniBlade @Caball009 @bobtista
Rebased onto current main, history is linear now.

The old history had a lot of dead ends, so instead of replaying all 96 commits I rebuilt it as 12. The tree is identical to what merging current main into the old head gives, so the diff itself is unchanged.

RETAIL=1 - OK

image

DET=1 - OK

image

2 reps (mac-win and win-mac sides)

1x1x2x2x2_rep_v5.zip

WWINLINE double WWMath::Atan(double x)
{
#if USE_DETERMINISTIC_MATH
return (double) gm_atanf((float)x);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Why is this and some of the other double overloads still using the float precision version?

value&=0x7fffffff;
return *(float*)&value;
#if USE_DETERMINISTIC_MATH
return (double)gm_powf((float)x, (float)y); // gm_pow diverges on x87, gm_powf is bit-identical

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Report this upstream with a test case and we can look into fixing it if possible?

@stephanmeesters stephanmeesters left a comment

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think many files that do not contribute to the CRC are currently routed through WWMath unnecessarily. Review did not flag all cases please do a pass yourself

if (WWMath::Fabs(pos.X - bcX) > (beX + extent) ||
WWMath::Fabs(pos.Y - bcY) > (beY + extent) ||
WWMath::Fabs(pos.Z - bcZ) > (beZ + extent))
if (WWMath::Fabsf_Legacy(pos.X - bcX) > (beX + extent) ||

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be fabsf? Many times in this file

#endif

Bool reallyscale = (WWMath::Fabs(scale - ident_scale) > scale_epsilon);
Bool reallyscale = (WWMath::Fabsf_Legacy(scale - ident_scale) > scale_epsilon);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be fabsf?

if (light.Get_Flag(LightClass::FAR_ATTENUATION)) {

if (WWMath::Fabs(atten_end - atten_start) < WWMATH_EPSILON) {
if (WWMath::Fabsf_Legacy(atten_end - atten_start) < WWMATH_EPSILON) {

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be fabsf?

const static Vector3 offset_a = Vector3(WWMath::Cos(WWMATH_PI / 2), WWMath::Sin(WWMATH_PI /2 ), 0);
const static Vector3 offset_b = Vector3(WWMath::Cos(7 * WWMATH_PI / 6), WWMath::Sin(7 * WWMATH_PI / 6), 0);
const static Vector3 offset_c = Vector3(WWMath::Cos(11 * WWMATH_PI / 6), WWMath::Sin(11 * WWMATH_PI / 6), 0);
const static Vector3 offset_a = Vector3(WWMath::Cosf_Legacy(WWMATH_PI / 2), WWMath::Sinf_Legacy(WWMATH_PI /2 ), 0);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be cosf?

if (!ClampFix) {
offset_u = offset_u - WWMath::Floor(offset_u);
offset_v = offset_v - WWMath::Floor(offset_v);
offset_u = offset_u - WWMath::Floorf(offset_u);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be floorf?

float c,s;
c=WWMath::Cos(CurrentAngle);
s=WWMath::Sin(CurrentAngle);
c=WWMath::Cosf_Legacy(CurrentAngle);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be cosf?

c=WWMath::Cos(CurrentAngle);
s=WWMath::Sin(CurrentAngle);
c=WWMath::Cosf_Legacy(CurrentAngle);
s=WWMath::Sinf_Legacy(CurrentAngle);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be sinf?

if (!ClampFix) {
CurrentStep.U -= WWMath::Floor(CurrentStep.U);
CurrentStep.V -= WWMath::Floor(CurrentStep.V);
CurrentStep.U -= WWMath::Floorf(CurrentStep.U);

Copy link
Copy Markdown

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If not participating in crc can be floorf?

@OmniBlade

Copy link
Copy Markdown

I think many files that do not contribute to the CRC are currently routed through WWMath unnecessarily. Review did not flag all cases please do a pass yourself

For maintainability isn't it better to just route everything? That way the standard is to use the routing functions for everything and you don't have to worry about if a calculation you are doing takes part in CRC or not to select the correct function to use.

@stephanmeesters

stephanmeesters commented Aug 20, 2026

Copy link
Copy Markdown

For maintainability isn't it better to just route everything? That way the standard is to use the routing functions for everything and you don't have to worry about if a calculation you are doing takes part in CRC or not to select the correct function to use.

It's certainly simpler but I don't think we can justify the performance penalty. I don't know if it's strictly true right now but I would expect anything in GameEngineDevice/ and WW3D2/ not to need GameMath.

@OmniBlade

Copy link
Copy Markdown

For maintainability isn't it better to just route everything? That way the standard is to use the routing functions for everything and you don't have to worry about if a calculation you are doing takes part in CRC or not to select the correct function to use.

It's certainly simpler but I don't think we can justify the performance penalty. I don't know if it's strictly true right now but I would expect anything in GameEngineDevice/ and WW3D2/ not to need GameMath.

Do we have benchmarks for the current iteration of this PR for with and without deterministic math enabled so the scale of the performance difference is established before we look at optimising?

The override was a precaution and never had a measurement behind it. A
Windows replay run built with intrinsics enabled produced CRC logs that
are byte-identical to the run with them disabled, so the override only
cost speed.
@Okladnoj

Okladnoj commented Aug 21, 2026

Copy link
Copy Markdown
Author

Hi @OmniBlade @stephanmeesters @xezon

All three double overloads that game logic actually calls — Pow, Atan, Atan2 — route through float for the same reason. The 32-bit Windows build sets the x87 precision control to _PC_24 (in setFPMode), so the fdlibm double routines lose the tail of the mantissa there, while ARM64 computes them at full precision. The gm_*f single-precision versions don't depend on the precision control and come out bit-identical on both platforms.

Measured, mac vs Windows under _PC_24:

Pow(0.4, 1.3)          3FD3727E49ADFAD4   vs   3FD3727E40000000
Pow(2.7, 11.9)         410096F75FA58808   vs   410096F7A0000000
Pow(187.66, -59.13)    2405E16D4F560B15   vs   2405E16BA0000000
Atan2(0.4, 1.3)        3FD31A9B43436DE1   vs   3FD31A9B40000000
Atan2(1, -1)           4002D97C7F3321D2   vs   4002D97C80000000

In game this showed up as: frame 1 on Akas Magic, object 312 rotating, dy=446C04C6, dx=C3A4DDB0 — the call resolved to gm_atan2(double, double) and gave 3FF4128C on mac against 3FF4128B on Windows.

Exp, Log and Log10 diverge the same way in that test, but their double versions aren't called from game logic, so they're left as they are.

I'll open an issue on GameMath with test cases if needed

@OmniBlade

OmniBlade commented Aug 21, 2026

Copy link
Copy Markdown

I thought using _PC_53 was discussed as with the current setting ALL returns in the game is done at 32bit precision in all cases on 32bit builds. _PC_24 should only be left in VC6 builds for retail compatibility. Seems like it was done in the belief that it speeds up calculations on the fpu. Because the 32bit ABI returns results in the x87 register for functions returning floating point values, any double returns anywhere will be truncated even if the code gen otherwise uses SSE for the maths and does everything at an appropriate precision.

@Okladnoj

Copy link
Copy Markdown
Author

I thought using _PC_53 was discussed as with the current setting ALL returns in the game is done at 32bit precision in all cases on 32bit builds. _PC_24 should only be left in VC6 builds for retail compatibility. Seems like it was done in the belief that it speeds up calculations on the fpu. Because the 32bit ABI returns results in the x87 register for functions returning floating point values, any double returns anywhere will be truncated even if the code gen otherwise uses SSE for the maths and does everything at an appropriate precision.

Yes, that's the mechanism: setFPMode sets _PC_24 unconditionally, not just in VC6. Because of the ABI, that truncates any double return in a 32-bit build.

We did try _PC_53. I have a math dump under both modes: under _PC_24 mac and win differ on 27 values, under _PC_53 on two, and both of those are Atan2, which has since been routed through float.

Back in July bobtista dropped _PC_24 and then restored it — his note says the replay desynced early without it. That was before several of our fixes, and I don't know whether that desync was on retail or on DET.

If we move to _PC_53, I'll have to run the whole test series again to confirm determinism in practice.

@OmniBlade

Copy link
Copy Markdown

Yes, that's the mechanism: setFPMode sets _PC_24 unconditionally, not just in VC6. Because of the ABI, that truncates any double return in a 32-bit build.

We did try _PC_53. I have a math dump under both modes: under _PC_24 mac and win differ on 27 values, under _PC_53 on two, and both of those are Atan2, which has since been routed through float.

Back in July bobtista dropped _PC_24 and then restored it — his note says the replay desynced early without it. That was before several of our fixes, and I don't know whether that desync was on retail or on DET.

If we move to _PC_53, I'll have to run the whole test series again to confirm determinism in practice.

I think we should move to that because it should give IEEE behaviour or close to on 32bit builds while still making double work as double. @bobtista would need to confirm but when I see replay desync I normally assume its retail which I would have expected needs to keep _PC_24. The other option is to just abandon double throughout the code base which is pretty much what retail does with that setting. If test cases could be provided for GameMath so we could investigate where in the code calcuations differ I'd also much rather try and fix the discrepancies upstream as results are supposed to match cross platform with the library.

@bobtista

Copy link
Copy Markdown

Yes, that's the mechanism: setFPMode sets _PC_24 unconditionally, not just in VC6. Because of the ABI, that truncates any double return in a 32-bit build.
We did try _PC_53. I have a math dump under both modes: under _PC_24 mac and win differ on 27 values, under _PC_53 on two, and both of those are Atan2, which has since been routed through float.
Back in July bobtista dropped _PC_24 and then restored it — his note says the replay desynced early without it. That was before several of our fixes, and I don't know whether that desync was on retail or on DET.
If we move to _PC_53, I'll have to run the whole test series again to confirm determinism in practice.

I think we should move to that because it should give IEEE behaviour or close to on 32bit builds while still making double work as double. @bobtista would need to confirm but when I see replay desync I normally assume its retail which I would have expected needs to keep _PC_24. The other option is to just abandon double throughout the code base which is pretty much what retail does with that setting. If test cases could be provided for GameMath so we could investigate where in the code calcuations differ I'd also much rather try and fix the discrepancies upstream as results are supposed to match cross platform with the library.

Yeah that desync was not retail, sorry that wasn't clear. Both experiments were under RETAIL_COMPATIBLE_CRC=0 with USE_DETERMINISTIC_MATH=1.
I tried the 53-bit behavior twice:

  1. Setting _PC_53 explicitly fixed the double discrepancies but broke single-precision paths such as gm_atan2f. Restored _PC_24 and routed the affected simulation call through Atan2f.
  2. Later, I stopped setting _MCW_PC, leaving the x87 at its default precision. In a 32-bit build replaying an x64 recording from the same tree, _PC_24 tracked to the recording’s own divergence floor at about frame 2600; without _PC_24, it diverged around frame 200.

You're right about double returns through the x87 ABI. The other side is that 53-bit x87 intermediates do not round like SSE/NEON binary32 operations. The float-path differences were bigger than the double-return problem.

GPT says "the synthetic dump was misleading in the second experiment: without _PC_24 it matched x64, while the real simulation still diverged around frame 200. I would use replay parity to decide this."
For the affected deterministic simulation paths, using the float GameMath variants produced reliable results. Upstream GameMath test cases are still worthwhile, but changing setFPMode should be a separate PR if this PR doesn't modify _MCW_PC or _PC_24 right?

@bobtista

Copy link
Copy Markdown

btw I mentioned it a few weeks ago - Div_Safe enables its zero-divisor guards under USE_DETERMINISTIC_MATH. BaseDefines.h undefines that macro when gmath.h is unavailable, so a RETAIL_COMPATIBLE_CRC=0 build without GameMath silently falls back to the unguarded divisions. Whether those guards are enabled is a retail-parity decision, not a GameMath-availability decision; the guard should be keyed to !RETAIL_COMPATIBLE_CRC.
Also the description still says that missing gmath.h is a compile error, while BaseDefines.h silently disables deterministic math. Either enforce the error or update the description.
The corresponding divide guards are missing from Generals(GeneralsMD has the guarded versions) at:

  • ActiveBody.cpp:664
  • DozerAIUpdate.cpp:533
  • BridgeBehavior.cpp:1118
  • SlavedUpdate.cpp:198

@Okladnoj

Copy link
Copy Markdown
Author

I think we should move to that because it should give IEEE behaviour or close to on 32bit builds while still making double work as double. @bobtista would need to confirm but when I see replay desync I normally assume its retail which I would have expected needs to keep _PC_24. The other option is to just abandon double throughout the code base which is pretty much what retail does with that setting. If test cases could be provided for GameMath so we could investigate where in the code calcuations differ I'd also much rather try and fix the discrepancies upstream as results are supposed to match cross platform with the library.

I ran the whole library on both platforms. Each function is called on the same
value several ways: through double, through float, and with the conversions in
both directions. For the two argument functions each argument is varied on its
own. On Windows the whole thing runs twice, under _PC_24 and under _PC_53.

Test and dumps: https://github.com/Okladnoj/GeneralsGameCode/blob/okji/test/deterministic-math-v2.2.8/tests/math-diff.txt

macOS against win32, differing lines:

                 _PC_24   _PC_53
through double       98        0
float -> double      11       16
plain float           0        1
total               109       17

Under _PC_24 everything that goes through double breaks. Under _PC_53 it is
the other way round: double precision matches completely, and the only thing
that breaks is widening a returned float to double — exactly what Pow, Atan
and Atan2 do. Worth noting separately: under _PC_53 erfc differs by one ULP
even in plain float, with no conversion involved.

Should we rework the math for _PC_53?

!!! _PC_24 has been tested by me personally over dozens of hours of
mac-windows network games. _PC_53 is a Pandora's box: for every function there
will be some combination of boundary arguments, or some chain of nested
calculations, where mac-windows determinism breaks. Places like that only turn
up in live play, at random.

Four divisions in Generals were left unguarded while Zero Hour already
routed the same places through WWMath::Div_Safe. Fallback values match
the Zero Hour side so the two games behave alike.
@Okladnoj

Copy link
Copy Markdown
Author

GameMath silently falls back to the unguarded divisions. Whether those guards are enabled is a retail-parity decision, not a GameMath-availability decision; the guard should be keyed to !RETAIL_COMPATIBLE_CRC.

There is no dependency on RETAIL_COMPATIBLE_CRC anywhere in WWMath today, and I would rather not introduce one for the sake of a single Div_Safe.

If that dependency really belongs there, then let's drop USE_DETERMINISTIC_MATH altogether and keep it to one macro rather than two.

The other two are done: the description now matches what BaseDefines.h actually does, and the four missing guards in Generals are in.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

Gen Relates to Generals Major Severity: Minor < Major < Critical < Blocker Platform Work towards platform support, such as Linux, MacOS ZH Relates to Zero Hour

Projects

None yet

Development

Successfully merging this pull request may close these issues.

8 participants