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daedalus-fourier/src/v3d_h264_qpel_mc02.comp
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claude-noether bc5edf656d h264: V3D shader for qpel mc02 (vertical half-pel)
Sibling of cycle 9's v3d_h264_qpel_mc20.comp.  Same 6-tap H.264 luma
half-pel filter, transposed to vertical orientation: filter reads
rows [-2..+3] of source per output pixel instead of cols.

Shader is ~58 lines (vs mc20's 86) — same WG geometry (64 lanes /
1 block per WG / 1 lane per output pixel).  The address arithmetic
flips: row_base = src_off + r*stride + c (mc20) → col_base =
src_off + c, then col_base + (r±N)*stride (mc02).

dispatch_h264_qpel_mc02_qpu mirrors the mc20 QPU dispatch; src_max
calculation differs since the V kernel reads rows -2..+10 of source
(13 rows × stride wide) vs mc20's cols -2..+10 (8 rows × stride+11).
For 8x8 blocks: src_max = src_off + 10*stride + 8.

Recipe table flips DAEDALUS_KERNEL_H264_QPEL_MC02 from CPU to QPU.

Verified on hertz:

  $ ./build/test_api_h264 | grep qpel
    H.264 qpel mc20: 1024/1024 bytes bit-exact (100.0000%)
    H.264 qpel mc02: 2048/2048 bytes bit-exact (100.0000%)

QPU coverage for the 30 qpel positions:
  put_  mc20 ✓ (cycle 9)   mc02 ✓ (this PR)
        all 13 other put_  CPU NEON
  avg_  all 15 positions   CPU NEON

Next-priority candidates by per-frame impact (per PR #24 bench):
  mc22 (2D half-pel)  — 71.5 ns/block NEON × 32 640 blocks worst
                        case = 2.33 ms/frame at 1080p.  Most-used
                        qpel position in real H.264 streams.
  mc11/mc13/mc31/mc33 — corner ¼-pel positions, structurally similar
                        to mc20 + mc02 with L2 averaging.

The cascaded H+V structure of mc22 means it can either share the
existing mc20 + mc02 shaders' L2 (compute mc20 into tmp, then mc02
on tmp) or get a dedicated 2-stage pipeline.  Follow-up.
2026-05-25 18:38:38 +02:00

70 lines
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// daedalus-fourier — H.264 luma qpel mc02 (8x8, vertical half-pel), V3D 7.1.
//
// Sibling of cycle 9's v3d_h264_qpel_mc20.comp. Same 6-tap filter,
// transposed to vertical direction:
//
// 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).
//
// Same WG layout as mc20: 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;
void main()
{
uint block_idx = gl_WorkGroupID.x;
if (block_idx >= pc.n_blocks) return;
uint lane = gl_LocalInvocationID.x;
uint r = lane >> 3;
uint c = lane & 7u;
uint dst_off = u_meta.meta[block_idx].x;
uint src_off = u_meta.meta[block_idx].y;
uint stride = pc.stride_u8;
// Read the 6 rows of vertical context at col (c) of THIS output row.
// src_off+r*stride+c is at the OUTPUT pixel position; the kernel
// samples r-2..r+3 along the column. Unsigned-safe because the
// public API contract guarantees src_off >= 2*stride.
uint col_base = src_off + c;
int s_m2 = int(u_src.src[col_base + (r - 2u) * stride]);
int s_m1 = int(u_src.src[col_base + (r - 1u) * stride]);
int s_0 = int(u_src.src[col_base + r * stride]);
int s_p1 = int(u_src.src[col_base + (r + 1u) * stride]);
int s_p2 = int(u_src.src[col_base + (r + 2u) * stride]);
int s_p3 = int(u_src.src[col_base + (r + 3u) * stride]);
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);
}