Per-block stencil: 12 constrain ops per pixel, 64 pixels per block, 4 blocks/WG, 256 invocations/WG. Predicted R5 = 0.03 (deep RED) from cycle-3 MC scaling. Plan calls out 5 Phase 5 review items, notably sentinel handling and signed/unsigned min/max distinction. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
7.9 KiB
cycle, phase, status, date_opened, parent, predicted_R
| cycle | phase | status | date_opened | parent | predicted_R |
|---|---|---|---|---|---|
| 5 | 4 | draft, awaiting Phase 5 review | 2026-05-18 | k5_cdef_phase3.md | 0.02-0.05 (deep RED) |
Cycle 5, Phase 4 — QPU CDEF shader plan
Plan a Vulkan compute shader for the AV1 CDEF primary+secondary 8×8 luma filter on V3D 7.1. Predicted deep RED (R₅ = 0.02-0.05); plan + build it anyway because:
- Confirms the prediction with measured data (or refutes it).
- Provides the dispatch path needed for Phase 8 V4L2 wrapper.
- Closes cycle 5 (Phases 1-7 all on the record).
Kernel shape (NEON reference: 263 ns/block)
Per 8×8 output block: 8 directions table, 2 offsets each. For each output pixel:
- 2 primary taps (off1, -off1) using
dir - 4 secondary taps (off2, -off2, off3, -off3) using
(dir+2)%8and(dir-2+8)%8 - For each of 2 k-rounds (different tap weights)
- 12
constrain()ops per pixel × 64 pixels = 768 constrain ops per block - Plus min/max bookkeeping for iclip
The constrain math:
diff = p - px;
adiff = abs(diff);
clip = max(0, threshold - (adiff >> shift));
constrained = sign(diff) * min(adiff, clip);
sum += tap * constrained;
Output: dst[r,c] = clamp(px + ((sum - (sum<0) + 8) >> 4), min, max);
V3D substrate fit (phase0 constraints)
- No DP4A: each constrain is scalar int math; no vector packing helps (per cycle 3 MC finding). Predicted instruction count proportional to ops.
- 16KB shared: not needed — each pixel computes independently; no row sharing in compute side (tmp is read-only input).
- subgroupSize=16: 1 pixel per lane × 16 lanes/sg = 16 pixels per sg. Block of 64 pixels = 4 sg slots. Better: 2 blocks per WG of 256 invocations (16 sg) → 256 pixels = 4 blocks per WG. Following cycle-2 pattern: aim for 64 blocks/WG? Too high — 64 × 64 = 4096 pixels/WG → 256 lanes × 16 pixels/lane. Wait — 256 lanes total, 1 pixel/lane → 256 pixels = 4 blocks/WG. Settle on 4 blocks/WG, 256 invocations.
- ≤8 SSBO: need 3 (meta, tmp, dst). Comfortable.
- No shaderFloat16/Int8 ALU: int math everywhere. uint8 dst via storageBuffer8BitAccess (cycle-1 v4 pattern).
SSBO layout
Meta[i]:uvec4(dst_off_bytes, params0, params1, dir)whereparams0 = (pri | sec << 8 | damping << 16)andparams1 = tmp_off_bytes(offset to block-origin = padded_origin + 2*16+2)Tmp[]:uint16array (uint8_tSSBO with manual 16-bit read? OrstorageBuffer16BitAccess? V3D 7.1 supports the 16-bit extension.)Dst[]:uint8_tarray
Use 16-bit storage extension for tmp.
Lane decomposition
256 invocations / WG, 4 blocks/WG:
lane_in_wg = 0..255block_in_wg = lane_in_wg / 64(0..3)pixel_in_block = lane_in_wg & 63(0..63 → row=>>3, col=&7)block_idx = wg_id * 4 + block_in_wg
No barrier needed; each pixel computes independently.
Push constants
layout(push_constant) uniform PC {
uint n_blocks;
uint tmp_stride_u16; // = 16
uint dst_stride_u8;
uint _pad;
} pc;
Directions table
Store the 14-entry stride-16 directions table as a const uint dirs[14] in the shader, packed as (off1 << 16) | off2 per
direction (both signed offsets fit in int16). Read via index.
Alternative: store as constants array (compiler may unroll into uniform LUT). Same as cycle-2 LPF stored its tap weights.
Shader pseudo-code
void main() {
uint gid = gl_GlobalInvocationID.x;
uint wg_id = gid / 256u;
uint block_in_wg = (gid & 255u) >> 6; // 0..3
uint px_idx = gid & 63u; // 0..63
uint row = px_idx >> 3; // 0..7
uint col = px_idx & 7u; // 0..7
uint block_idx = wg_id * 4u + block_in_wg;
if (block_idx >= pc.n_blocks) return;
uvec4 m = u_meta.meta[block_idx];
uint dst_off = m.x + row * pc.dst_stride_u8 + col;
uint tmp_off = m.w + row * pc.tmp_stride_u16 + col; // m.w = tmp block-origin u16 offset
int pri = int(m.y & 0xffu);
int sec = int((m.y >> 8) & 0xffu);
int damping = int((m.y >> 16) & 0xffu);
int dir = int(m.z & 7u);
int px = int(u_tmp.tmp[tmp_off]);
int sum = 0;
int mn = px, mx = px;
int pri_shift = max(0, damping - ulog2(pri));
int sec_shift = damping - ulog2(sec);
// pri_tap[k] for k=0,1 = 4-(pri&1), then (tap & 3) | 2
int pri_tap0 = 4 - (pri & 1);
int pri_tap1 = (pri_tap0 & 3) | 2;
int pri_idx = dir;
int sec1_idx = (dir + 2) & 7;
int sec2_idx = (dir + 6) & 7;
// k=0
{
int off = dirs_off1[pri_idx];
int p0 = int(u_tmp.tmp[tmp_off + off]);
int p1 = int(u_tmp.tmp[tmp_off - off]);
sum += pri_tap0 * constrain(p0 - px, pri, pri_shift);
sum += pri_tap0 * constrain(p1 - px, pri, pri_shift);
mn = min(min(mn, p0), p1); mx = max(max(mx, p0), p1);
// ... 4 secondary taps the same way for off2, off3
}
// k=1: same with off2 versions
int adj = (sum - int(sum < 0) + 8) >> 4;
int out = clamp(px + adj, mn, mx);
u_dst.dst[dst_off] = uint8_t(out);
}
Note: dirs_off1/dirs_off2 are per-k-round offsets. For k=0 use
*[idx][0] (the "+1 row" component); for k=1 use *[idx][1]
(the "+2 rows" component).
Throughput prediction
NEON 1-core: 3.81 Mblock/s = 262 ns/block. V3D 7.1 compute estimate (per cycle 3 MC pattern):
- 12 constrain ops × 8 SMUL24+ADD per constrain = ~96 instructions per pixel
- 64 pixels per block, 4 blocks/WG → 256 lanes work in parallel
- Per-block QPU latency ≈ instruction count / lanes × cycle time
- Predicted: ~5000-8000 ns per block → 0.125-0.2 Mblock/s
- R₅ = 0.125 / 3.81 = 0.033 (deep RED, matches prediction)
shaderdb prediction:
- ~800-1200 instructions (similar shape to cycle 1 IDCT, more ops though)
- 2-4 threads (if uniform count stays < 144 per phase5''' finding 2)
- uniform count: 14 entries × 2 offsets = 28; + tap weights 4 = small. Should stay well below threshold. Predict 4 threads.
Phase 5 review focus
Particular review items for the Phase 5 second-model audit:
-
Sentinel handling: when reading from tmp halo, raw uint16 values could be 0x8000 (INT16_MIN sentinel from padding) for real picture-boundary blocks. Our cycle 5 bench uses random pixel values (no sentinels), but a production deployment would pass through padded blocks. The constrain() math naturally handles INT16_MIN-as-uint16=32768 (clip becomes 0), BUT the
min(mn, p)should use UNSIGNED compare andmax(mx, p)should use SIGNED compare to match NEON. GLSL'smin/maxonintis signed; need separateumin(or cast to uint).Concretely:
mn = int(min(uint(mn), uint(p))),mx = max(mx, int(int16_t(p))). -
OOB read on direction taps: for blocks near the picture edge, the direction offsets reach into the halo. Our bench uses random pixels there (valid uint8). For deployment with sentinels, we need to either (a) zero-out halo values that are sentinels before reading or (b) accept the constrain-math- handles-it argument.
-
Tmp stride: must equal 16 (stride_u16=16) to match the directions table that's baked at stride 16. push constant
tmp_stride_u16should be const or asserted = 16 in bench. -
dst_stride_u8: cycle-2 LPF used dst_stride_u8 = 8 (for isolated blocks). Same here. Production deployment with real picture strides (e.g. 1920) would need re-validation.
-
Push-constant meta size: m.z carries dir (only 3 bits used); could be packed into params0. But current layout simple, leave as-is.
Acceptance criteria
- shaderdb predicted ≤ 1200 inst, ≥ 2 threads, ≤ 30 uniforms, no spills.
- M1 bit-exact (use the same bench setup as Phase 3 but compare QPU output vs NEON output).
- M2 captured (any number, even deep RED).
- M4 measured against pure-NEON-4 baseline (expected: negative, per same-kernel pattern); cross-reference Issue 003 V1/V2 for the mixed-kernel context.
Estimated effort
2-3 hours for the shader; 30 min for the M2 bench; 30 min for M4. Total: ~4 hours, then Phase 7 closure.