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>
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---
cycle: 3
phase: 4
status: open (awaiting Phase 5''' review)
date_opened: 2026-05-18
parent: k3_mc_phase3.md
template: phase4.md (cycle 1) + k2_deblock_phase4.md (cycle 2) — same constraints, same patterns
---
# Cycle 3, Phase 4 — Plan QPU MC kernel
Compact plan. Cycle 1+2 phase4 docs cover the constraint matrix
(C1-C10) and the dev-discipline patterns. Phase 4''' references
them rather than re-deriving.
## 1. Constraints (carried)
Same V3D 7.1 device. New for MC specifically:
- SMUL24 covers 16-bit filter × 8-bit pixel mults (max ~32K product, fits)
- Sum of 8 products fits in int32 trivially
- No DP4A — must use 8 separate scalar muls per output pixel
- 16 filter phases × 8 taps × 2 B = 256 B — too big for push constants
(max 128 B), small enough for one const array in shader
## 2. Workload model
Per 8×8 block:
- 512 SMUL24 (8 mults × 64 output pixels)
- 448 ADD (7 adds × 64 output pixels)
- 64 round (+64 → >>7) operations
- 64 clip-to-[0,255]
- ≈ 1150 ALU ops per block
- 120 B read + 64 B write = 184 B per block
Per 1080p frame (32 400 blocks):
- ~37 Mops compute → 1.8 ms at v3d 23 % sustained (compute-bound estimate)
- ~5.9 MB traffic → 1.48 ms at 4 GB/s GPU share (bandwidth-bound estimate)
## 3. Workgroup geometry
Bake in the v4 lesson and the cycle-2 single-WG-size-from-start:
- `local_size_x = 256` (16 subgroups × 16 lanes)
- 8 lanes per block (1 lane per row r=0..7), 2 blocks per subgroup
- **32 blocks per WG**
- 1080p: 1 013 WGs
Same lane decomposition as cycle 2 LPF:
```
edge_slot = lane_in_sg >> 3 // 0 or 1 — "which block in this subgroup"
row = lane_in_sg & 7 // 0..7
block_local = sg_in_wg * 2 + edge_slot
block_idx = wg_id * 32 + block_local
oob = block_idx >= n_blocks
```
No barrier needed, no shared mem. Safe early-return on oob.
## 4. Per-thread algorithm
```glsl
if (block_idx >= pc.n_blocks) return;
uvec4 m = u_meta.meta[block_idx];
uint dst_off = m.x;
uint src_off = m.y;
uint mx = m.z & 15u;
// Read 15 source pixels for this row.
uint src_row_addr = src_off + row * pc.src_stride_u8;
int s0 = int(u_src.src[src_row_addr + 0u]);
int s1 = int(u_src.src[src_row_addr + 1u]);
int s2 = int(u_src.src[src_row_addr + 2u]);
int s3 = int(u_src.src[src_row_addr + 3u]);
int s4 = int(u_src.src[src_row_addr + 4u]);
int s5 = int(u_src.src[src_row_addr + 5u]);
int s6 = int(u_src.src[src_row_addr + 6u]);
int s7 = int(u_src.src[src_row_addr + 7u]);
int s8 = int(u_src.src[src_row_addr + 8u]);
int s9 = int(u_src.src[src_row_addr + 9u]);
int s10 = int(u_src.src[src_row_addr + 10u]);
int s11 = int(u_src.src[src_row_addr + 11u]);
int s12 = int(u_src.src[src_row_addr + 12u]);
int s13 = int(u_src.src[src_row_addr + 13u]);
int s14 = int(u_src.src[src_row_addr + 14u]);
// Filter coefficients — const REGULAR table, indexed by mx.
int F0 = FILTER_REGULAR[mx][0]; ... int F7 = FILTER_REGULAR[mx][7];
// 8 output pixels (each = 8-tap convolution of 8 consecutive source).
uint dst_row_addr = dst_off + row * pc.dst_stride_u8;
int o0 = F0*s0 + F1*s1 + F2*s2 + F3*s3 + F4*s4 + F5*s5 + F6*s6 + F7*s7;
int o1 = F0*s1 + F1*s2 + F2*s3 + F3*s4 + F4*s5 + F5*s6 + F6*s7 + F7*s8;
int o2 = F0*s2 + F1*s3 + F2*s4 + F3*s5 + F4*s6 + F5*s7 + F6*s8 + F7*s9;
int o3 = F0*s3 + F1*s4 + F2*s5 + F3*s6 + F4*s7 + F5*s8 + F6*s9 + F7*s10;
int o4 = F0*s4 + F1*s5 + F2*s6 + F3*s7 + F4*s8 + F5*s9 + F6*s10+ F7*s11;
int o5 = F0*s5 + F1*s6 + F2*s7 + F3*s8 + F4*s9 + F5*s10+ F6*s11+ F7*s12;
int o6 = F0*s6 + F1*s7 + F2*s8 + F3*s9 + F4*s10+ F5*s11+ F6*s12+ F7*s13;
int o7 = F0*s7 + F1*s8 + F2*s9 + F3*s10+ F4*s11+ F5*s12+ F6*s13+ F7*s14;
u_dst.dst[dst_row_addr + 0u] = uint8_t(clamp((o0 + 64) >> 7, 0, 255));
u_dst.dst[dst_row_addr + 1u] = uint8_t(clamp((o1 + 64) >> 7, 0, 255));
u_dst.dst[dst_row_addr + 2u] = uint8_t(clamp((o2 + 64) >> 7, 0, 255));
u_dst.dst[dst_row_addr + 3u] = uint8_t(clamp((o3 + 64) >> 7, 0, 255));
u_dst.dst[dst_row_addr + 4u] = uint8_t(clamp((o4 + 64) >> 7, 0, 255));
u_dst.dst[dst_row_addr + 5u] = uint8_t(clamp((o5 + 64) >> 7, 0, 255));
u_dst.dst[dst_row_addr + 6u] = uint8_t(clamp((o6 + 64) >> 7, 0, 255));
u_dst.dst[dst_row_addr + 7u] = uint8_t(clamp((o7 + 64) >> 7, 0, 255));
```
Mirrors `tests/vp9_mc_ref.c` directly.
## 5. SSBOs / push constants
| binding | name | type | usage |
|---|---|---|---|
| 0 | `meta` | `readonly uvec4[]` | per-block (dst_off, src_off, mx, _pad) |
| 1 | `dst` | `uint8_t[]` | output pixels |
| 2 | `src` | `readonly uint8_t[]` | input pixels |
Push constants (16 B):
```
n_blocks, dst_stride_u8, src_stride_u8, _pad
```
Filter table: hard-coded in shader as
`const int FILTER_REGULAR[16][8] = { ... };` — 128 const ints.
**Race safety:** lane r writes `dst[dst_off + r*dst_stride + 0..7]`
(8 contiguous bytes). For rows r and r+1, writes are `r*stride + 7`
and `(r+1)*stride + 0`. Disjoint iff `dst_stride ≥ 8`.
**Contracts (revised per phase5''' findings 4 + 6):**
1. `dst_stride_u8 ≥ 8` (race-safety lower bound)
2. `src_stride_u8 ≥ 15` (per-row read span)
3. `dst_off + 7 + (r_max)*dst_stride < dst_buffer_size`
4. `src_off + 14 + (r_max)*src_stride < src_buffer_size`
5. **`src_off` is the byte offset of the FIRST byte of the source
block's row 0 in the SSBO buffer — NOT shifted by +3.** The
C bench's `src + 3` C-caller convention does not carry into
the SSBO offset. Shader reads `s[k] = u_src.src[src_off +
row*stride + k]` for k=0..14, which equals
`master_src[block_base + row*stride + k]`, matching the C ref's
per-row read of `master_src[block_base + row*stride + (x..x+7)]`
for output col x ∈ 0..7.
**Phase 6 MUST** add `assert(dst_stride_u8 >= 8 && src_stride_u8 >= 15)`
in `bench_v3d_mc.c`'s meta-construction loop. **Phase 6 MUST** also
run `V3D_DEBUG=shaderdb` after first compile and record uniform
count. If uniform count > ~144 (a fall-out indicator that the
filter LUT inflated unfavorably), escalate filter to a dedicated
SSBO binding 3.
## 6. Predicted M2''' / R'''
From Phase 3:
- Compute envelope: 17.5 Mblock/s
- Bandwidth envelope: 22.0 Mblock/s
- min ≈ 17.5 Mblock/s
- R''' isolation = 17.5 / 20.997 ≈ **0.83** (YELLOW, near GREEN)
Honest lower bound R''' = 0.5-0.6 if SMUL24-vs-DP4A penalty bites
harder. Phase 7''' measures.
## 7. WILL / WILL NOT touch
WILL (Phase 6 creates):
- `src/v3d_mc_8h.comp` — GLSL shader
- `tests/bench_v3d_mc.c` — harness with contract asserts
- CMake updates
WILL NOT touch:
- Cycle 1/2 artifacts (frozen Phase 3 baselines)
- `external/ffmpeg-snapshot/` (frozen vendored sources, including
the just-added `vp9_subpel_filters_table.c`)
- `src/v3d_runner.{c,h}` (reusable as-is)
## 8. Phase 5''' review prompts
Specific high-risk decisions:
1. **Orientation / arithmetic correctness** — the 8 `o0..o7`
expressions in §4 are stencil-aligned. Verify the off-by-one
in `F[k] * s[c+k]` matches `F[k] * src[x+k-3]` after the
`src+3` indexing shift used by the bench.
2. **Filter table residency** — hard-coded const array vs SSBO
vs push constants. Const is simplest but may cause v3d_compiler
to generate a large constant LUT. Worth verifying via shaderdb.
3. **Race safety** — same shape as cycle 2 (different rows of
same block disjoint iff stride ≥ row-width). Verify
`dst_stride ≥ 8` contract.
4. **`src+3` index shift** — the bench's source layout puts the
"row-0 col-0 source pixel" at `src + 3` (so src has -3..+12
reachable). Make sure the QPU shader applies this offset
consistently to its `src_off` meta value.
**RESOLVED (phase5''' finding 4, RED):** `src_off` is the raw
block-base offset (NOT +3-shifted). See §5 contract 5.
5. **Anything missing.**
## 9. Phase 6 execution order
1. Write shader, get glslang to accept (likely 0 spills, ≥2 threads)
2. Write bench with asserts + meta layout
3. Run M1''' bit-exact (gate)
4. Run M2''' (throughput)
5. If R''' < 1.0 → M4''' concurrent
6. Phase 7''' verdict