The previous commit unintentionally added .claude/scheduled_tasks.lock
which is an agent-runtime artefact, not source. Untrack it and add
.claude/ to .gitignore so it stays out of future commits.
Adds the horizontal-edge sibling of cycle 8's deblock_luma_v. The
vendored FFmpeg snapshot already includes ff_h264_h_loop_filter_luma_neon
in libavcodec/aarch64/h264dsp_neon.S — this PR wires up the symbol,
the bit-exact reference, and the recipe-table entry so daedalus-decoder
and other consumers can call the H variant through the same dispatch
shape they use for _v.
Scope:
- Public API: daedalus_dispatch_h264_deblock_luma_h(ctx, sub, ...)
+ daedalus_recipe_dispatch_h264_deblock_luma_h(ctx, ...) wrapper.
- Internal: dispatch_h264_deblock_h_cpu() calls the NEON entry.
- Recipe table: new DAEDALUS_KERNEL_H264_DEBLOCK_LH = 10, mapped
to DAEDALUS_SUBSTRATE_CPU until a QPU shader is written. An
explicit SUBSTRATE_QPU request on the H dispatch returns -1
(fails fast, no silent CPU degradation).
- C reference: tests/h264_h_loop_filter_luma_ref.c — the
column-axis transpose of h264_deblock_ref.c. Same per-segment
kernel; pix[-4..+3] accesses cols instead of rows*stride.
- Test: test_api_h264 grows a test_deblock_h() with 8 tiles
(8 cols x 16 rows each, edge at col 4), random alpha/beta/tc0;
compares NEON dispatch against reference byte-for-byte.
Verified on hertz (Pi 5 / V3D 7.1):
$ ./build/test_api_h264
=== Phase 8a API smoke: H.264 kernels via recipe dispatch ===
H264_IDCT4 recipe substrate: 2 (1=CPU, 2=QPU)
H264_IDCT8 recipe substrate: 2
H264_DEBLOCK_LV recipe substrate: 2
H264_QPEL_MC20 recipe substrate: 2
H264_DEBLOCK_LH recipe substrate: 1 (CPU, no QPU H shader yet)
H.264 IDCT 4x4: 2048/2048 bytes bit-exact (100.0000%)
H.264 IDCT 8x8: 2048/2048 bytes bit-exact (100.0000%)
H.264 deblock luma v: 2048/2048 bytes bit-exact (100.0000%)
H.264 deblock luma h: 1024/1024 bytes bit-exact (100.0000%)
H.264 qpel mc20: 1024/1024 bytes bit-exact (100.0000%)
All 5 kernels bit-exact PASS. The new H variant joins the suite
with 1024 random-input bytes per tile x 8 tiles.
Why CPU-only for now: the daedalus-decoder downstream needs the H
edge dispatched somewhere — even at CPU NEON cost (~6 ns/edge per
the cycle 8 M3 baseline) a frame's worth at 1080p is
~ 8160 MBs * 4 edges = 32 640 edges = ~200 us — well inside the
30 fps budget. Writing the V3D H-edge shader is a follow-up
(would be cycle 8' or similar; the V-edge shader's transpose isn't
mechanical because of how the workgroup organisation maps to columns
vs rows).
Backlog addition (out of scope for this PR):
- V3D shader for the H variant (mirror of v3d_h264deblock.spv).
- bS=4 intra-strength filter (different algebra; both _v and _h).
- Chroma deblock luma_v/_h (8-cell variants).