--- cycle: 3 phase: 7 status: closed 2026-05-18 — RED engineering / PASS 30fps-floor / M4 NEGATIVE date_opened: 2026-05-18 date_closed: 2026-05-18 parent: k3_mc_phase4.md (revised per phase5''') host: hertz verdict: cycle 3 closes; MC stays on CPU for higgs deployment; engineering negative documented --- # Cycle 3, Phase 7 — Verification (v1 + M4''') ## v1 first-light ``` === v3d MC 8h bench === n_blocks: 65536 iters: 100 === M1''': QPU vs C reference bit-exact === blocks bit-exact: 65536 / 65536 (100.0000 %) === M2''': QPU throughput === M2''' = 1.413 Mblock/s per-block = 707.9 ns per-dispatch = 46390.5 us R''' = 0.067 → RED band 30fps@1080p floor: 1.5x margin (isolation) ``` shaderdb (v1 MC): ``` SHADER-DB-ffcca249...: 488 inst, 2 threads, 0 loops, 197 uniforms, 25 max-temps, 0:0 spills:fills, 0 sfu-stalls, 488 inst-and-stalls, 7 nops ``` **Phase 5''' finding 2 prediction confirmed**: filter LUT inflated uniforms to 197 (gate was at ~144). Compiler also forced to 2 threads (from cycle-2's 4) due to register pressure (25 max-temps vs cycle-2's 21). The "no DP4A" structural deficit shows up directly here — 8 SMUL24 + 7 ADD per output pixel × 64 pixels per block × 8-lane geometry = 488 instructions, 30× heavier than the LPF kernel. ## M4''' concurrent matrix (8s windows) | Config | Mblock/s | per-core (NEON) | vs NEON-4 | 30fps | |---|---|---|---|---| | NEON 1-core | 14.479 | — | — | 14.9× | | **NEON 4-core** | **15.248** | 3.24 – 4.48 | **baseline** | 15.7× | | QPU only | 1.380 | — | — | 1.4× | | **Mixed NEON-3 + QPU** | **12.277** | 3.78 – 4.16 | **−19.5 %** | 12.6× | | Mixed NEON-4 + QPU | 12.158 | 2.49 – 3.35 | −20.3 % | 12.5× | **M4 gate: FAIL.** Mixed (12.28) < pure NEON-4 (15.25) by 2.97 Mblock/s. The QPU's 0.45 Mblock/s contribution under contention doesn't compensate for losing one NEON core that delivers ~3.8. ## Cross-cycle comparison | | Cycle 1 IDCT | Cycle 2 LPF | Cycle 3 MC | |---|---|---|---| | R isolation | 0.92 | 0.41 | **0.067** | | 30fps floor margin (isolation) | 7.9× | 10× | **1.5×** | | M4 mixed vs pure NEON-4 | +7.2 % | +6.9 % | **−19.5 %** | | 30fps floor margin (mixed) | 7.2× | 7.2× | **12.6×** | | Verdict for higgs | GO QPU | GO QPU | **STAY CPU** | | NEON 4-core scaling vs 1-core | 0.56× (bw-bound) | 0.82× (bw-bound) | **1.05× (compute-bound)** | The MC result is **structurally consistent** with the V3D substrate profile from `phase0.md`: - No DP4A → 8-wide convolution doesn't pack as it does on NEON SDOT - Filter coefficients drive uniform count high → register pressure → 2 threads - High per-output-pixel multiply count → compiled instruction count 3× cycle 1, 6× cycle 2 NEON 4-core is *compute*-bound for MC (not bandwidth-bound like the other two kernels). So 4-core scales nearly linearly with cores — the NEON CPU has plenty of headroom and the QPU has nothing to add even in concurrent mode. ## Deployment recipe (for higgs / libva-v4l2-request-fourier) Per `project_consumer_target.md`, the eventual integration target is V4L2 stateless → libva-v4l2-request-fourier → firefox-fourier. The back-end-on-QPU/CPU split for the consumed decoder pipeline: - **IDCT (cycle 1)** → QPU. R = 0.92, +7 % mixed, frees a CPU core. - **LPF (cycle 2)** → QPU. R = 0.41, +7 % mixed, frees a CPU core. - **MC (cycle 3)** → **CPU NEON**. R = 0.067, −19.5 % mixed. Compute-bound on CPU but CPU already comfortably exceeds 30fps; offload makes things worse. - **Entropy** (VP9 Bool / AV1 ANS) → CPU. Structurally serial. This is a **mixed-substrate deployment**, not a "QPU does everything" plan. Realistic for higgs: entropy + MC on 2-3 ARM cores; IDCT + LPF dispatched to QPU concurrently; 1-2 ARM cores left for vscode / etc. ## Decision per Phase 1 rules + 30fps-floor calibration | Rule | Result | Status | |---|---|---| | M1''' bit-exact | 100.0000 % | ✓ PASS | | R''' = M2'''/M3''' | 0.067 (RED) | structural mismatch | | M4''' > pure-CPU 4-core | −19.5 % | ✗ FAIL gate | | 30fps@1080p floor (isolation) | 1.5× | ✓ PASS (user-facing) | | 30fps@1080p floor (mixed) | 12.6× | ✓ PASS (user-facing) | **Engineering cycle verdict: do not deploy MC on QPU; deploy on CPU.** **User-facing cycle verdict: 30fps floor easily met in any configuration; either path works for daily YouTube.** For the deployment recipe above, **MC stays on CPU**. The Phase 1 ORANGE/RED "honest close" rule applies here: cycle 3 closes as a documented negative for this kernel without affecting the project-level "continue" verdict (cycles 1+2 GO results stand). ## Phase 9 lessons (added to project memory) 1. **Multiply-heavy workloads expose V3D's no-DP4A deficit** in a way that cycle 1+2 didn't. CPU SDOT/UDOT pack 4 INT8 MACs in one instruction; V3D's SMUL24 is one scalar mult at a time. The 4× gap shows up directly as a 6-15× per-block slowdown. 2. **Compute-bound CPU workloads make the QPU offload story collapse.** When NEON 4-core scales near-linearly (not bandwidth-saturated), the "freed-core" argument from cycle 1+2 doesn't apply — there are no free cycles to free. Mixed mode is strictly worse. 3. **The 30fps@1080p user-facing test (`project_30fps_floor_is_fine.md`) passes regardless of engineering verdict.** All three cycles pass it in isolation. This is a project-level win to communicate separately from per-cycle engineering R numbers. 4. **The shaderdb filter-LUT gate from phase5''' finding 2 fired exactly as predicted** (197 uniforms > 144 threshold; 2 threads instead of 4). This validates the cycle-discipline of running `V3D_DEBUG=shaderdb` early and using the result as an actionable gate. Cycle 4 (if any) should bake this in from Phase 4 §design. ## Leaves open - Cycle 3 v2 with filter LUT escalated to SSBO (per phase5''' finding 2 trigger). Would reduce uniforms to ~30, potentially restore 4 threads. Expected upside: ~2× → R''' = 0.13. Still RED, still M4- negative. Skipped — even doubling doesn't change the deployment recipe. - Vertical / hv / 4-tap / wider variants — all of cycle 3 same multiply-shape, same structural verdict expected. Not worth Phase 1+ for those. - Cycle 4 candidates (per phase7_M4.md §"Cycle 3 candidates"): CDEF (AV1-only directional filter), Loop Restoration (AV1-only), or higgs deployment plumbing.