d66f22f333
First QPU IDCT8 kernel running and bit-exact on V3D 7.1 via Mesa
v3dv compute. Five iterations through a Phase 7→Phase 4' loopback;
production kernel is v4.
New files:
- src/v3d_runner.{c,h} — reusable Vulkan compute plumbing (instance,
V3D device picker, HOST_VISIBLE|COHERENT
SSBOs with mmap, compute pipeline from .spv,
enables storageBuffer{8,16}BitAccess)
- src/v3d_idct8.comp — VP9 8x8 DCT_DCT IDCT add, v4 production:
256 invocations/WG, 2 blocks/subgroup
(no idle lanes), uint8 dst SSBO (race-free
per phase5 finding 5), unrolled writes
(no chained ternary), oob-flag pattern
(barrier-safe per phase5 finding 7)
- tests/bench_v3d_idct.c — M1' bit-exact gate + M2 throughput vs C ref
- docs/phase7.md — full iteration journey + decision verdict
CMakeLists.txt updated to build the new shader, library, and bench
when DAEDALUS_BUILD_VULKAN=ON.
Iteration record (1920x1088 luma, 32640 blocks/dispatch, N=3):
ver change R ns/block
v1 first-light 0.230 533
v2 kill ternary + 2-blocks-per-sg 0.474 258
v3 per-pass scope oN 0.481 254 (noise)
v4 WG 64 -> 256 invocations 0.947 129
v5 packed uint32 coeff reads 0.938 130 (noise, reverted)
v4 final N=3 0.918 +/- 0.033
Bit-exactness 100.0000% across all iterations (10000-block sample
on 128x128, 32640-block sample on 1080p) against both the C
reference (tests/vp9_idct8_ref.c) and the vendored FFmpeg NEON
ff_vp9_idct_idct_8x8_add_neon.
Key learning over the Phase 5 review's prediction model: the
chained ternary was NOT a spill killer on V3D 7.1 (shaderdb
showed 0:0 spills:fills even in v1). The actual lever was
workgroup-size-driven latency hiding — going from 64 to 256
invocations doubled throughput with the same compiled code
(270 inst, 2 threads, 21 max-temps, 0 spills) because the
v3dv scheduler had 4x more in-flight work to overlap TMU
latency.
Verdict per phase1.md decision rules: YELLOW band (0.5 <= R < 1.0)
by a wide margin, near GREEN boundary. Phase 1 YELLOW rule:
add M4 (concurrent CPU+QPU throughput) before honest-close or
continue. M4 is the next measurement, not more shader tuning —
at R = 0.92 with all 4 A76 cores still 100% free for other work,
the question is whether the system aggregate beats pure 4-core
NEON.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
160 lines
7.7 KiB
Markdown
160 lines
7.7 KiB
Markdown
---
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phase: 7
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status: closed 2026-05-18
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date_opened: 2026-05-18
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date_closed: 2026-05-18
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parent: phase6 → phase4' (loopback) → phase6 (iter 2..5)
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host: hertz
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result_v1: R = 0.230 (ORANGE)
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result_v4: R = 0.918 ± 0.033 N=3 (YELLOW, at GREEN boundary)
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---
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# Phase 7 — Verification, with two Phase 4' loopbacks
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Per `dev_process.md`:
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> Repeat measurements from Phase 3. Compare explicitly against baseline.
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> If the delta does not match Phase 4's prediction → loop back to Phase 4.
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Phase 6 v1 measurement (R = 0.230) did not match Phase 4's prediction
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(R = 2.0 predicted, R = 1.0 worst-case honest lower bound). Loop
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back triggered. Phase 7 captures the full iteration record from v1
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through v5 and ends at v4 (production) with R ≈ 0.92 on 1080p luma.
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The Sonnet "v3d perf tricks" web-research (`docs/phase4_v3d_research`
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referenced in session transcript) provided the three candidate
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optimizations that drove iterations v2 / v3 / v5; the v4 jump came
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from a fourth lever (workgroup-size sweep) that the research only
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implicitly flagged.
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## Iteration table
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All R values on hertz, 1920×1088 luma (32 640 blocks/dispatch).
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M3 baseline = 8.171 Mblock/s (Phase 3, NEON `ff_vp9_idct_idct_8x8_add_neon`).
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| ver | change | bit-exact | M2 Mblock/s | ns/block | R | shaderdb inst / threads / temps / spills |
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|---|---|---|---|---|---|---|
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| v1 | first-light (4 blocks/WG, lane 0-7 col / 8-15 row, chained ternary in row pass, uint8 dst SSBO) | 100.00% | 1.878 | 532.6 | 0.230 | (not captured) |
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| v2 | **Opt 1+2**: kill chained ternary (unrolled 8 writes), 2 blocks/subgroup (no idle lanes, every lane does both passes) — 8 blocks/WG | 100.00% | 3.877 | 258.0 | **0.474** | 268 / 2 / 20 / 0:0 |
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| v3 | Opt 4 (sibling): scope `oN` per pass | 100.00% | 3.930 | 254.5 | 0.481 | 268 / 2 / 20 / 0:0 (identical — compiler had already coalesced) |
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| v4 | **WG sweep**: 64 → 256 invocations (32 blocks/WG, 16 subgroups, shared mem grows 2 → 8 KiB) | 100.00% | 7.734 | 129.3 | **0.947** | 270 / 2 / 21 / 0:0 |
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| v5 | Opt 3 (research): packed uint32 coeff reads with manual unpack | 100.00% | 7.663 | 130.5 | 0.938 | 255 / 2 / 21 / 0:0 (fewer inst, no perf gain — reverted) |
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**Final production kernel: v4.** N=3 repeat on 1080p:
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R = 0.931, 0.944, 0.879 → mean **0.918 ± 0.033** (range; third run
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likely caught LXD-container interference on hertz).
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## What worked (and how surprising it was)
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**v2 (predicted 3× win, got 2.07×):** Phase 4' attribution split was
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wrong. Phase 5 finding 3 (2-blocks-per-subgroup) and the perf
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research's "kill the chained ternary" were both bet on. The
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shaderdb showed **zero spills already** — the chained ternary
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wasn't actually inflating registers as the research model
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predicted. So the 2.07× win came almost entirely from lane
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occupancy (Opt 2), not register pressure (Opt 1).
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**v4 (the actual jump):** going from 64 to 256 invocations/WG
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gave the v3dv scheduler 4× more in-flight work per WG to hide
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TMU latency over. Doubled throughput. The shader compiled to the
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*same* code shape (270 inst, 2 threads, 21 max-temps) — pure
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scheduler benefit from a bigger work pool. This wasn't in the
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v3d perf research's "top 3" list but follows directly from the
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report's structural framing ("the v3d_compiler tries to spread
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loads away from their consumers but is latency-hiding-limited
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with small WG sizes").
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The general lesson: **when measured behaviour disagrees with
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predicted attribution, run the diagnostic (V3D_DEBUG=shaderdb)
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before iterating further.** v3 (Opt 4) cost effectively nothing
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to try and confirmed Opt 1 wasn't the lever. v4's WG-size sweep
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was the actual win, and it came from looking at the shaderdb
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output (which showed "2 threads" forced by register pressure but
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0 spills, hinting that more in-flight work per WG was the
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remaining lever).
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## What didn't work
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**v3 (per-pass scoping of `oN`):** zero perf delta. Compiler had
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already coalesced `oN` lifetime across the barrier. Kept the
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change in v4 — it's strictly cleaner code, just not faster.
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**v5 (packed uint32 coeff reads):** 0.947 → 0.938, within
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noise. Plausible reasons: (a) coeff reads weren't the bottleneck
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(TMU was already efficient for the 4 MB/frame coeff stream); (b)
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the per-lane unpack branch (`hi = (k&1)==1`) introduced subgroup
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divergence; (c) v3d_compiler internally treats int16 storage
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exactly like packed uint32 storage anyway. Reverted in
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production kernel for simplicity.
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## Predictions vs measurements summary
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| | predicted | measured | delta |
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| Phase 4 R (v1) | 2.0 (envelope) / 1.0 (lower) | 0.230 | 5× worse than lower bound — **loopback trigger** |
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| Phase 4' R after Opt 1+2 (v2) | "3× of 4.4× gap" → R ≈ 0.7 | 0.474 | 2× worse than predicted (the 2-blocks-per-subgroup attribution was right but Opt 1 wasn't load-bearing) |
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| Phase 4' R after WG sweep (v4) | not predicted | 0.947 | new finding, biggest single iteration win |
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| Phase 4' R after Opt 3 (v5) | "+20-40%" → R ≈ 1.1-1.3 | 0.938 | no gain, reverted |
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The single best predictor turned out to be the diagnostic that the
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research suggested (V3D_DEBUG=shaderdb) rather than any of the
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specific top-3 optimizations. The "more in-flight work hides
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latency" finding came from looking at "2 threads instead of 4"
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in the shaderdb output and inferring that latency-hiding capacity
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was bottlenecked.
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## Decision per Phase 1 rules
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`phase1.md §"Decision rules"`:
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| R | Interpretation | Next step |
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| ≥ 1.0 | QPU beats NEON. | Phase 9 → Phase 1 of next kernel |
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| **0.5 ≤ R < 1.0** | **YELLOW: hybrid concurrent-work hypothesis viable** | **Add M4: combined CPU+QPU throughput; decide based on that** |
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| 0.1 ≤ R < 0.5 | ORANGE: honest close | Phase 9 documents negative result |
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| < 0.1 | RED: structural mismatch | Honest close |
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**Verdict: YELLOW band by a wide margin (R = 0.92, just 0.08 from
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GREEN).** The Phase 1 rule for YELLOW says: add M4 (concurrent
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CPU + QPU throughput) and decide based on whether combined
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delivery exceeds pure-CPU baseline.
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M4 is the next measurement, not more shader tuning. The R = 0.92
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result with 4 NEON cores still 100% free for other work is
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*much better* than running NEON at 1× core with the other 3
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busy. If we can run the QPU kernel concurrently with the NEON
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path doing other things (entropy decode, the rest of the system,
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the LXD spine), the total system throughput goes up by close to
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1.0 / (1.0 - QPU_fraction_of_time), even at R < 1.
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## What Phase 7 leaves open (M4 / future)
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- **M4: concurrent CPU + QPU.** Run the bench_v3d_idct dispatch
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loop while a parallel thread is running `bench_neon_idct` on a
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pinned CPU core. Measure: does combined Mblock/s exceed
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`bench_neon_idct -t 4` (4-core NEON)? If yes, GPU offload is a
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net win for the system; if no, the bandwidth contention or
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thermal coupling neutralises the gain.
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- **M6: WG size sweep (Phase 1 secondary).** v4 is at 256
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invocations (max). Smaller sweeps (16, 32, 128) would
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characterise the latency-hiding curve but won't change v4's
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status as the production kernel.
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- **M7: power delta via Himbeere plug.** Most relevant for the
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higgs (battery) deployment, not hertz.
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- **Thermal headroom under sustained mixed load.** With QPU
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running flat-out (1.9 GB/s memory traffic) + 4-core NEON busy,
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hertz may throttle. Not yet measured.
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## Production artifact
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- `src/v3d_idct8.comp` — v4 production shader, 270 inst, R = 0.92
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- `src/v3d_runner.{c,h}` — Vulkan plumbing (unchanged since Phase 6)
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- `tests/bench_v3d_idct.c` — bench harness, blocks_per_wg = 32
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Spec contract: still VP9 8×8 DCT_DCT inverse transform + add,
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8-bit pixels, bit-exact against `ff_vp9_idct_idct_8x8_add_neon`
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and `daedalus_vp9_idct_idct_8x8_add_ref`. Output orientation
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matches FFmpeg's transposed column-pass / columnar dst-write
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pattern (Phase 5 finding 1 verified independently in 100% of
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~30 000 random blocks per run).
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