// daedalus-fourier — H.264 luma qpel mc02 (8x8, vertical half-pel), V3D 7.1. // // v2: cooperative-load shared-memory tile. // // dst[r,c] = clip255( // ( s[r-2,c] // - 5 * s[r-1,c] // + 20 * s[r, c] // + 20 * s[r+1,c] // - 5 * s[r+2,c] // + s[r+3,c] // + 16 // ) >> 5) // // src+src_off points at row 0 col 0 of the OUTPUT block; the filter // reads rows -2..+3 (2 rows of top context, 3 rows of bottom), total // 13 distinct source rows × 8 cols = 104 bytes per 8x8 output. // // v1 had each of the 64 lanes do 6 SSBO loads → 384 loads/WG to cover // 104 unique bytes (3.7x redundant), and each lane's loads were stride- // spaced (one cache line per byte under V3D's TMU). PR #36 bench // showed mc02 was the only qpel position where CPU NEON still beat // QPU (16.96 ns/op CPU vs 20.54 ns/op QPU; 1.21x CPU favoring). // // v2 splits the work into a coalesced load phase + a shared-memory // compute phase: // // Phase 1: each of the 64 lanes cooperatively loads the 104-byte // source tile into shared memory. Lanes 0..63 load bytes at indices // 0..63 (covers source rows 0..7 of the 13-row tile); lanes 0..39 // second-load bytes 64..103 (rows 8..12). Reads within a row are // contiguous so the SIMD groups coalesce; total SSBO loads = 104, // matching the unique-byte count. // // Phase 2: all 64 lanes compute one output pixel each, reading 6 // bytes from shared. Shared-memory access on V3D is local-store // backed (no TMU round-trip). // // Same WG layout as v1: 64 lanes / 1 block-per-WG / 1 lane-per-pixel. // // License: BSD-2-Clause. #version 450 #extension GL_EXT_shader_8bit_storage : require #extension GL_EXT_shader_explicit_arithmetic_types : require layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(binding = 0) readonly buffer Src { uint8_t src[]; } u_src; layout(binding = 1) buffer Dst { uint8_t dst[]; } u_dst; layout(binding = 2) readonly buffer Meta { uvec4 meta[]; } u_meta; layout(push_constant) uniform PC { uint n_blocks; uint stride_u8; uint _pad0, _pad1; } pc; // 13 source rows × 8 cols. int storage (4 bytes each) — wasteful vs // uint8_t but avoids 8-bit-shared interop concerns on glslang+v3dv; // 416 bytes shared/WG is well within any reasonable local-store budget. shared int s_tile[13 * 8]; void main() { uint block_idx = gl_WorkGroupID.x; if (block_idx >= pc.n_blocks) return; uint lane = gl_LocalInvocationID.x; uint dst_off = u_meta.meta[block_idx].x; uint src_off = u_meta.meta[block_idx].y; uint stride = pc.stride_u8; // Source-tile base: src_off points at output-row-0 col-0, the tile // starts 2 rows above. Unsigned-safe because the public API // contract guarantees src_off >= 2*stride. uint tile_base = src_off - 2u * stride; // Phase 1: cooperative load — 64 lanes load 104 bytes. { uint sr = lane >> 3; // 0..7 uint sc = lane & 7u; s_tile[lane] = int(u_src.src[tile_base + sr * stride + sc]); } if (lane < 40u) { uint idx = lane + 64u; // 64..103 uint sr = idx >> 3; // 8..12 uint sc = idx & 7u; s_tile[idx] = int(u_src.src[tile_base + sr * stride + sc]); } barrier(); // Phase 2: each lane computes one output pixel from the shared tile. uint r = lane >> 3; uint c = lane & 7u; int s_m2 = s_tile[(r + 0u) * 8u + c]; int s_m1 = s_tile[(r + 1u) * 8u + c]; int s_0 = s_tile[(r + 2u) * 8u + c]; int s_p1 = s_tile[(r + 3u) * 8u + c]; int s_p2 = s_tile[(r + 4u) * 8u + c]; int s_p3 = s_tile[(r + 5u) * 8u + c]; int v = s_m2 - 5 * s_m1 + 20 * s_0 + 20 * s_p1 - 5 * s_p2 + s_p3 + 16; int p = clamp(v >> 5, 0, 255); u_dst.dst[dst_off + r * stride + c] = uint8_t(p); }