356e446a49
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>
4.8 KiB
4.8 KiB
cycle, phase, status, date_opened, parent
| cycle | phase | status | date_opened | parent |
|---|---|---|---|---|
| 3 | 2 | closed 2026-05-18 | 2026-05-18 | k3_mc_phase1.md |
Cycle 3, Phase 2 — MC situation analysis
1. C reference
- Source:
external/ffmpeg-snapshot/libavcodec/vp9dsp_template.c(already vendored from cycle 1). - Function:
put_8tap_regular_8h_cgenerated byfilter_fn_1d(8, h, mx, regular, FILTER_8TAP_REGULAR, put)— expands to calldo_8tap_1d_cwithds=1(horizontal) and the REGULAR filter bank. - Underlying primitive:
do_8tap_1d_citerateshrows; per row, iteratesw=8columns; per column, computes theFILTER_8TAPmacro: `clip((sum_{k=0..7} F[k] * src[x+k-3]-
-
7, 0, 255)`.
-
-
- Spec: VP9 specification § 8.5.1 (subpel motion compensation).
2. NEON reference
- Source:
external/ffmpeg-snapshot/libavcodec/aarch64/vp9mc_neon.S(vendored 2026-05-18, FFmpeg n7.1.3, SHA-2566b1d50f9821742584fdd47758057f810644aff3a008faaa774ff5b9cac4d1fef). - Symbol:
ff_vp9_put_regular8_h_neon(note: filter type baked into name, width=8 baked in, h-direction baked in) - Signature (VP9
vp9_mc_functypedef):Registers:void ff_vp9_put_regular8_h_neon(uint8_t *dst, ptrdiff_t dst_stride, const uint8_t *src, ptrdiff_t src_stride, int h, int mx, int my);x0=dst, x1=dst_stride, x2=src, x3=src_stride, w4=h, w5=mx, w6=my. - Dependencies:
libavutil/aarch64/asm.S✓ (already vendored)ff_vp9_subpel_filters[3][16][8]symbol — provided byexternal/ffmpeg-snapshot/libavcodec/vp9_subpel_filters_table.c(hand-extracted fromlibavcodec/vp9dsp.cof the same n7.1.3 pin; copying just the constant data avoids dragging in the rest ofvp9dsp.cwhich would require linking the entire VP9 decoder).
3. Workload model
Per 8×8 block output:
- 8 multiplies × 8 columns × 8 rows = 512 multiplies
- 7 additions × 8 columns × 8 rows = 448 additions
- 1 round (+64), 1 shift (>>7), 1 clip per pixel × 64 = 192 ops
- Total ~1150 integer ops per block
Per-block memory (horizontal-only filter, 8-pixel-wide output):
- Read: 8 rows × (8 output cols + 7 tap overhang) = 8 × 15 = 120 source bytes
- Write: 8 rows × 8 cols = 64 dst bytes
- Total: ~184 bytes / block
Per 1080p frame (32 400 8×8 blocks, worst case all-MC):
- ~5.9 MB total memory traffic
- ~37 Mops compute
- At GPU 4 GB/s share: 1.48 ms / frame = 675 FPS = 21.9 Mblock/s
- At V3D 92 GFLOPS theoretical scalar (SMUL24 throughput ≈ FP MUL): 0.4 ms compute / frame = 2500 FPS theoretical → compute is NOT the bottleneck at this shape
So MC is bandwidth-bound on the QPU, similar to LPF cycle 2.
4. Per-row workload diversity (vs cycle 1+2)
| IDCT (k1) | LPF (k2) | MC (k3) | |
|---|---|---|---|
| Per-block math | Heavy butterflies (~60 ops/block via separable transform) | Light: 0-30 ops per edge × 8 rows | 8-tap convolution: 1150 ops per block |
| Per-block memory | ~320 B in + 64 B out | ~64 B in + ~24 B out per edge | 120 B in + 64 B out |
| Compute / memory ratio | High | Low (memory-bound, lots of skipping) | Medium (compute-rich but bandwidth-bound at GPU) |
| Conditional? | No (always-execute) | Yes (fm/hev divergence per row) | No (deterministic per pixel) |
| QPU mult intensity | Q14 16b×16b mults | Light (compares, small clips) | 16b×8b mults (filter × pixel) |
MC is interesting because it's compute-rich AND bandwidth-bound — the closest match in workload shape to a real-world GPU compute kernel the V3D was designed for (graphics filtering).
5. Constraints carried from cycle 1+2
Same V3D 7.1 device profile (vulkaninfo unchanged). The relevant specifics for MC:
- No DP4A → 8-tap convolution must be 8 separate SMUL24 + ADDs (the typical GPU "dot4" packing is not available)
- shaderInt16 = false → filter coefficients widened to int32 in registers; the filter table itself can be a uint16-storage SSBO
- shaderInt8 = false → source pixels widened to int32 in registers
- 1024-byte (16 KiB / 16) shared mem per WG is ample for MC source staging if useful (15 cols × 8 rows × 1 byte per block-row × 32 blocks per WG = 3 840 B per row); for v1 we skip shared-mem staging and let TMU handle reads directly
6. What Phase 2 does not close
- Per-block (block_y, block_x) layout / meta format. Phase 4 picks. Likely same shape as cycle 2 (uvec4 per block: dst_offset, src_offset, mx, _pad).
- Filter table residency: as SSBO load every row, push-constants per dispatch (different mx per dispatch), or constant baked into shader (one filter per shader = 16 specialised shaders for the 16 mx phases). Phase 4 picks; v1 likely SSBO for simplicity.
- Vertical / "hv" / "avg" / 4-pixel / 16-pixel / 32-pixel / 64-pixel variants — out of cycle 3 scope; cycle 4+ if needed.
Phase 3 next: build tests/bench_neon_mc.c, capture M3'''.