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daedalus-fourier/docs/k3_mc_phase7.md
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marfrit 356e446a49 Cycle 3 (MC interpolation) closure: M1'''=100%, R'''=0.067 RED, M4=-19.5%
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>
2026-05-18 12:51:43 +00:00

6.3 KiB
Raw Blame History

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)

  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.