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>
6.3 KiB
cycle, phase, status, date_opened, date_closed, parent, host, verdict
| cycle | phase | status | date_opened | date_closed | parent | host | verdict |
|---|---|---|---|---|---|---|---|
| 3 | 7 | closed 2026-05-18 — RED engineering / PASS 30fps-floor / M4 NEGATIVE | 2026-05-18 | 2026-05-18 | k3_mc_phase4.md (revised per phase5''') | hertz | 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)
-
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.
-
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.
-
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. -
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=shaderdbearly 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.