Cycle 3 (MC interpolation) closure: M1'''=100%, R'''=0.067 RED, M4=-19.5%
Third daedalus-fourier kernel — VP9 8-tap regular subpel filter,
horizontal direction, 8-wide output. Multiply-heavy by design to
stress V3D's no-DP4A deficit. Full cycle Phase 1-7 + M4'''.
Phase 5''' second-model review delivered cleanly — caught 1 RED
bug pre-implementation (src_off off-by-3 indexing convention) and
2 YELLOW gaps (assert MUST language, shaderdb filter-LUT gate).
Without the review, M1''' would have failed silently on first run
with cryptic "high-index source pixels wrong" symptoms.
Phase 6 v1 first-light: M1''' 100.0000% bit-exact (65536/65536
blocks across all 16 mx phases). Phase 5''' filter-LUT prediction
materialised exactly: 197 uniforms (gate was 144), 2 threads (down
from cycle-2's 4 due to register pressure).
Performance:
M2''' = 1.413 Mblock/s (707.9 ns/block)
M3''' = 20.997 Mblock/s (NEON baseline phase3)
R''' = 0.067 (RED band — structural mismatch)
shaderdb: 488 inst, 2 threads, 197 uniforms, 25 max-temps, 0 spills
M4''' concurrent matrix (8s windows):
NEON 1-core 14.479 Mblock/s
NEON 4-core 15.248 Mblock/s <- baseline (compute-bound,
not bandwidth-saturated
like cycles 1+2!)
QPU only 1.380 Mblock/s
MIXED NEON-3 + QPU 12.277 Mblock/s <- -19.5% (FAIL gate)
MIXED NEON-4 + QPU 12.158 Mblock/s <- -20.3%
NEW cross-cycle finding (Phase 9 lesson 2): compute-bound CPU
workloads make the QPU-offload story collapse. Cycles 1+2 were
bandwidth-saturated (4-core scaling 0.56-0.82x of 1-core), so
freeing a CPU core via QPU offload added throughput. Cycle 3 MC
is compute-bound (4-core scaling 1.05x of 1-core — near-linear),
no free cycles to free. QPU contribution (0.45 Mblock/s in
contention) doesn't compensate for losing 1 NEON core delivering
~3.8 Mblock/s.
But 30fps@1080p floor: PASS in every config (1.4x to 15.7x
isolation margin). Per project_30fps_floor_is_fine.md, user-facing
test never fails — daily YouTube playback works fine on any CPU/QPU
split.
DEPLOYMENT RECIPE for higgs (cycle 3 confirmed split):
IDCT (k1) -> QPU (R=0.92, +7% mixed, frees CPU core)
LPF (k2) -> QPU (R=0.41, +7% mixed, frees CPU core)
MC (k3) -> CPU (R=0.067, -19.5% mixed — stays on CPU)
Entropy -> CPU (structurally serial)
Mixed-substrate deployment, not "QPU does everything". Realistic for
higgs: entropy + MC on 2-3 ARM cores; IDCT + LPF dispatched to QPU
concurrently; 1-2 ARM cores left for vscode etc.
New artifacts:
- src/v3d_mc_8h.comp — GLSL kernel
- tests/vp9_mc_ref.c — standalone C ref (REGULAR filter
embedded; clean transcription)
- tests/bench_neon_mc.c — M1'''_c + M3''' bench
- tests/bench_v3d_mc.c — M1''' + M2''' bench with contract
asserts + 30fps margin display
- tests/bench_concurrent_mc.c — M4''' pthread bench
- external/ffmpeg-snapshot/libavcodec/aarch64/vp9mc_neon.S (vendored)
- external/ffmpeg-snapshot/libavcodec/vp9_subpel_filters_table.c
(hand-extracted; provides
ff_vp9_subpel_filters symbol
without dragging in full vp9dsp.c)
- docs/k3_mc_phase{1,2,3,4,5,7}.md — full cycle documentation
Memory updates: project_30fps_floor_is_fine.md (user's 30fps target
recalibration), MEMORY.md index updated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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---
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cycle: 3
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phase: 7
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status: closed 2026-05-18 — RED engineering / PASS 30fps-floor / M4 NEGATIVE
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date_opened: 2026-05-18
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date_closed: 2026-05-18
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parent: k3_mc_phase4.md (revised per phase5''')
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host: hertz
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verdict: cycle 3 closes; MC stays on CPU for higgs deployment; engineering negative documented
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---
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# Cycle 3, Phase 7 — Verification (v1 + M4''')
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## v1 first-light
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```
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=== v3d MC 8h bench ===
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n_blocks: 65536 iters: 100
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=== M1''': QPU vs C reference bit-exact ===
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blocks bit-exact: 65536 / 65536 (100.0000 %)
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=== M2''': QPU throughput ===
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M2''' = 1.413 Mblock/s
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per-block = 707.9 ns
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per-dispatch = 46390.5 us
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R''' = 0.067 → RED band
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30fps@1080p floor: 1.5x margin (isolation)
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```
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shaderdb (v1 MC):
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```
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SHADER-DB-ffcca249...: 488 inst, 2 threads, 0 loops, 197 uniforms,
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25 max-temps, 0:0 spills:fills, 0 sfu-stalls, 488 inst-and-stalls, 7 nops
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```
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**Phase 5''' finding 2 prediction confirmed**: filter LUT inflated
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uniforms to 197 (gate was at ~144). Compiler also forced to 2 threads
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(from cycle-2's 4) due to register pressure (25 max-temps vs cycle-2's
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21). The "no DP4A" structural deficit shows up directly here — 8
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SMUL24 + 7 ADD per output pixel × 64 pixels per block × 8-lane
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geometry = 488 instructions, 30× heavier than the LPF kernel.
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## M4''' concurrent matrix (8s windows)
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| Config | Mblock/s | per-core (NEON) | vs NEON-4 | 30fps |
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|---|---|---|---|---|
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| NEON 1-core | 14.479 | — | — | 14.9× |
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| **NEON 4-core** | **15.248** | 3.24 – 4.48 | **baseline** | 15.7× |
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| QPU only | 1.380 | — | — | 1.4× |
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| **Mixed NEON-3 + QPU** | **12.277** | 3.78 – 4.16 | **−19.5 %** | 12.6× |
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| Mixed NEON-4 + QPU | 12.158 | 2.49 – 3.35 | −20.3 % | 12.5× |
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**M4 gate: FAIL.** Mixed (12.28) < pure NEON-4 (15.25) by 2.97
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Mblock/s. The QPU's 0.45 Mblock/s contribution under contention
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doesn't compensate for losing one NEON core that delivers ~3.8.
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## Cross-cycle comparison
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| | Cycle 1 IDCT | Cycle 2 LPF | Cycle 3 MC |
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|---|---|---|---|
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| R isolation | 0.92 | 0.41 | **0.067** |
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| 30fps floor margin (isolation) | 7.9× | 10× | **1.5×** |
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| M4 mixed vs pure NEON-4 | +7.2 % | +6.9 % | **−19.5 %** |
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| 30fps floor margin (mixed) | 7.2× | 7.2× | **12.6×** |
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| Verdict for higgs | GO QPU | GO QPU | **STAY CPU** |
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| NEON 4-core scaling vs 1-core | 0.56× (bw-bound) | 0.82× (bw-bound) | **1.05× (compute-bound)** |
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The MC result is **structurally consistent** with the V3D substrate
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profile from `phase0.md`:
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- No DP4A → 8-wide convolution doesn't pack as it does on NEON SDOT
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- Filter coefficients drive uniform count high → register pressure → 2 threads
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- High per-output-pixel multiply count → compiled instruction count
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3× cycle 1, 6× cycle 2
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NEON 4-core is *compute*-bound for MC (not bandwidth-bound like
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the other two kernels). So 4-core scales nearly linearly with cores —
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the NEON CPU has plenty of headroom and the QPU has nothing to add
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even in concurrent mode.
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## Deployment recipe (for higgs / libva-v4l2-request-fourier)
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Per `project_consumer_target.md`, the eventual integration target is
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V4L2 stateless → libva-v4l2-request-fourier → firefox-fourier. The
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back-end-on-QPU/CPU split for the consumed decoder pipeline:
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- **IDCT (cycle 1)** → QPU. R = 0.92, +7 % mixed, frees a CPU core.
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- **LPF (cycle 2)** → QPU. R = 0.41, +7 % mixed, frees a CPU core.
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- **MC (cycle 3)** → **CPU NEON**. R = 0.067, −19.5 % mixed.
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Compute-bound on CPU but CPU already comfortably exceeds 30fps;
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offload makes things worse.
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- **Entropy** (VP9 Bool / AV1 ANS) → CPU. Structurally serial.
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This is a **mixed-substrate deployment**, not a "QPU does everything"
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plan. Realistic for higgs: entropy + MC on 2-3 ARM cores; IDCT + LPF
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dispatched to QPU concurrently; 1-2 ARM cores left for vscode / etc.
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## Decision per Phase 1 rules + 30fps-floor calibration
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| Rule | Result | Status |
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|---|---|---|
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| M1''' bit-exact | 100.0000 % | ✓ PASS |
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| R''' = M2'''/M3''' | 0.067 (RED) | structural mismatch |
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| M4''' > pure-CPU 4-core | −19.5 % | ✗ FAIL gate |
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| 30fps@1080p floor (isolation) | 1.5× | ✓ PASS (user-facing) |
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| 30fps@1080p floor (mixed) | 12.6× | ✓ PASS (user-facing) |
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**Engineering cycle verdict: do not deploy MC on QPU; deploy on CPU.**
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**User-facing cycle verdict: 30fps floor easily met in any
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configuration; either path works for daily YouTube.**
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For the deployment recipe above, **MC stays on CPU**. The Phase 1
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ORANGE/RED "honest close" rule applies here: cycle 3 closes as a
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documented negative for this kernel without affecting the
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project-level "continue" verdict (cycles 1+2 GO results stand).
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## Phase 9 lessons (added to project memory)
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1. **Multiply-heavy workloads expose V3D's no-DP4A deficit** in a way
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that cycle 1+2 didn't. CPU SDOT/UDOT pack 4 INT8 MACs in one
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instruction; V3D's SMUL24 is one scalar mult at a time. The 4×
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gap shows up directly as a 6-15× per-block slowdown.
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2. **Compute-bound CPU workloads make the QPU offload story collapse.**
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When NEON 4-core scales near-linearly (not bandwidth-saturated),
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the "freed-core" argument from cycle 1+2 doesn't apply — there
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are no free cycles to free. Mixed mode is strictly worse.
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3. **The 30fps@1080p user-facing test (`project_30fps_floor_is_fine.md`)
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passes regardless of engineering verdict.** All three cycles pass
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it in isolation. This is a project-level win to communicate
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separately from per-cycle engineering R numbers.
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4. **The shaderdb filter-LUT gate from phase5''' finding 2 fired
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exactly as predicted** (197 uniforms > 144 threshold; 2 threads
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instead of 4). This validates the cycle-discipline of running
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`V3D_DEBUG=shaderdb` early and using the result as an actionable
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gate. Cycle 4 (if any) should bake this in from Phase 4 §design.
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## Leaves open
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- Cycle 3 v2 with filter LUT escalated to SSBO (per phase5''' finding 2
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trigger). Would reduce uniforms to ~30, potentially restore 4
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threads. Expected upside: ~2× → R''' = 0.13. Still RED, still M4-
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negative. Skipped — even doubling doesn't change the deployment
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recipe.
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- Vertical / hv / 4-tap / wider variants — all of cycle 3 same
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multiply-shape, same structural verdict expected. Not worth Phase
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1+ for those.
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- Cycle 4 candidates (per phase7_M4.md §"Cycle 3 candidates"):
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CDEF (AV1-only directional filter), Loop Restoration (AV1-only),
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or higgs deployment plumbing.
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