Adds bone_sse64.zig as an f64-intermediate port of transformMatrix4x4, used as
the active hook. M2 bone matrices are built and multiplied as [16]f64 and only
narrow to f32 on final store into the bone output buffer -- matching the x87
original's rounding profile (wide intermediates, single f32 store) and keeping
M2 vertex positions aligned with the terrain/projected-texture pipeline.
Also fixes, in both bone_sse (f32) and bone_sse64:
- Pre-billboard tx/ty/tz accumulation order (row 0 = pz+px+py; rows 1/2 = pz+py+px)
- Post-billboard pos_y/pos_z accumulation order (py+pz+px)
- Post-billboard scale-recompute accumulation order (row0 + row2 + row1)
- Billboard types 2/4 normalize using f64 intermediates (load-bearing for camera
basis vectors -- pure f32 drifted from x87 by a ULP per axis and caused
particle emitters to jitter on camera motion)
Additional bone_sse64-specific changes:
- Local attachmentRecursion64 that recurses into transformImpl_SSE64 instead of
bone_sse.transformImpl_SSE, so attached child models stay on the f64 path
- child_padding (this+0x84) computed with f64 intermediates
bone_sse remains the reference f32 implementation; its struct fields, inline
helpers, and section-loop fns are now `pub` so bone_sse64 can share them
(types/interpolation helpers/post-loop loops). Artifact size is unchanged.
build.zig adds bench_bone_sse64 object; src/bench/main.zig runs the new variant
through the same warmup/timing harness and prints SSE vs SSE64 vs BASELINE
cycles plus a parity check.
- Restore MSVC ABI (was accidentally GNU since v0.6.0, broke .CRT section)
- Replace game allocator with Windows process heap for filecache and
libdeflate malloc/free - game allocator not initialized during DllMain
when injected via CreateRemoteThread
- Defer timer calibration (Sleep 500ms) to lateInit - blocks under
loader lock during DllMain
- Remove exported malloc/free symbols from DLL
- Eliminate addObject compilation units for SSE files - direct @import
with AVX target instead
- Heap-allocate filecache (was 9.3MB static BSS)
- Strip transform44 of performance/ externs, pure profiling only
- Rename performance/ to weirdperformance/ to match module convention
- Skip default-off modules in all-variants build step
- Remove dead debug vars and stride logging from particle_sse