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daedalus-fourier/docs/k8_h264deblock_phase4.md
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marfrit f2ba08e1cf Cycle 8 Phase 4: H.264 deblock QPU shader plan
Per-column dispatch (16 cols/edge, 16 edges/WG, 256 inv/WG).
Follows cycle 2 LPF wd=4 template with H.264-specific
adjustments: alpha/beta gating + tc0 per-4-col-segment + ap/aq
side conditions for conditional p1/q1 writes.

Predicted shaderdb: ~150-200 inst, 2-3 threads. Predicted R8 =
0.09-0.14 ORANGE (per Phase 3 closure).

7 Phase 5 review items flagged for Sonnet audit:
- tc0 sign-extension semantics
- Multiple early-return safety (no barrier follows — safe)
- abs() on int operands
- clamp vs clip3 equivalence
- per-segment tc0 LUT extraction tradeoff
- alpha=0/beta=0 outer precondition
- dst_off arithmetic

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 14:40:07 +00:00

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---
cycle: 8
phase: 4
status: draft, awaiting Phase 5 review
date_opened: 2026-05-18
parent: k8_h264deblock_phase3.md
predicted_R: 0.09-0.14 (ORANGE)
---
# Cycle 8, Phase 4 — H.264 deblock QPU shader plan
Plan a Vulkan compute shader for H.264 luma vertical deblock
filter (the "v_loop_filter" — vertical filtering across a
horizontal edge). Follows cycle 2 LPF wd=4 shader template
(`src/v3d_lpf_h_4_8.comp`) with H.264-specific adjustments.
## Kernel contract (recap)
Per H.264 spec §8.7.2.4 (luma filtering for samples adjacent to
a horizontal edge, bS<4):
Inputs:
- pix: pointer to (row 0, col 0) of the bottom block
- stride: bytes between rows
- alpha, beta: thresholds (uint8 range)
- tc0[4]: int8 per-segment strengths; segment s covers cols
4s..4s+3; tc0[s] = -1 means skip filter for that segment
Per column c (c = 0..15):
1. Read p3, p2, p1, p0 from pix[-4*stride..-1*stride] at col c
Read q0, q1, q2, q3 from pix[0..+3*stride] at col c
2. tc0_s = tc0[c >> 2]; if tc0_s < 0, skip
3. Edge precondition: |p0-q0|<alpha && |p1-p0|<beta && |q1-q0|<beta
4. ap = |p2-p0|, aq = |q2-q0|; ap<beta and aq<beta gate p1/q1 updates
5. tc = tc0_s + (ap<beta) + (aq<beta)
6. delta = clip3(-tc, tc, ((q0-p0)*4 + (p1-q1) + 4) >> 3)
7. p0' = clip255(p0 + delta), q0' = clip255(q0 - delta)
8. If ap<beta: p1' = p1 + clip3(-tc0_s, tc0_s, (p2 + ((p0+q0+1)>>1) - 2*p1) >> 1)
9. If aq<beta: q1' = q1 + clip3(-tc0_s, tc0_s, (q2 + ((p0+q0+1)>>1) - 2*q1) >> 1)
10. Write back p1', p0', q0', q1' to pix[-2*stride..+1*stride] at col c
## Lane decomposition
Following cycle 2 LPF wd=4 pattern (256 inv/WG, 32 edges/WG):
- 256 invocations per workgroup
- 16 lanes per edge (one lane per column 0..15)
- 16 edges per WG (256/16)
Lane mapping:
- `gid = gl_GlobalInvocationID.x`
- `lane_in_wg = gid & 255u`
- `edge_in_wg = lane_in_wg >> 4` // 0..15 (16 edges/WG)
- `col_in_edge = lane_in_wg & 15u` // 0..15
- `edge_idx = wg_id * 16u + edge_in_wg`
(Cycle 2 used 32 edges/WG with 8 lanes/edge. Here 16 edges/WG with
16 lanes/edge gives the same total of 256 invocations per WG and
matches H.264 deblock's 16-column edge width.)
## SSBO layout
- `Meta[i]`: `uvec4(dst_off_bytes, params, _pad0, _pad1)` where
`params = (alpha & 0xff) | ((beta & 0xff) << 8) |
((uint(tc0[0]) & 0xff) << 16) |
((uint(tc0[1]) & 0xff) << 24)`.
Wait — that's only 2 tc0 values. Need 4. Use meta[i].y = (alpha|beta<<8), meta[i].z = tc0 packed (4 int8 in lower 32 bits), meta[i].w = unused.
- `Dst[]`: uint8_t SSBO via `GL_EXT_shader_8bit_storage`
Meta refined:
- `meta[i].x` = dst_off_bytes (pointer to row 0 col 0 of edge)
- `meta[i].y` = alpha | (beta << 8)
- `meta[i].z` = packed tc0 (4 int8); shader extracts via shifts +
sign-extend
- `meta[i].w` = 0 (reserved)
## Push constants
```glsl
layout(push_constant) uniform PC {
uint n_edges;
uint dst_stride_u8;
uint _pad0;
uint _pad1;
} pc;
```
## Shader pseudo-code (post Phase 5 review pending)
```glsl
#version 450
#extension GL_EXT_shader_8bit_storage : require
#extension GL_EXT_shader_explicit_arithmetic_types : require
layout(local_size_x = 256, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0) readonly buffer Meta { uvec4 meta[]; } u_meta;
layout(binding = 1) buffer Dst { uint8_t dst[]; } u_dst;
layout(push_constant) uniform PC {
uint n_edges;
uint dst_stride_u8;
uint _pad0;
uint _pad1;
} pc;
void main()
{
uint gid = gl_GlobalInvocationID.x;
uint wg_id = gl_WorkGroupID.x;
uint lane_in_wg = gid & 255u;
uint edge_in_wg = lane_in_wg >> 4;
uint col_in_edge = lane_in_wg & 15u;
uint edge_idx = wg_id * 16u + edge_in_wg;
if (edge_idx >= pc.n_edges) return; // safe — no barrier follows
uvec4 m = u_meta.meta[edge_idx];
uint dst_off = m.x + col_in_edge;
uint stride = pc.dst_stride_u8;
int alpha = int(m.y & 0xffu);
int beta = int((m.y >> 8) & 0xffu);
// Unpack tc0: 4 int8 in m.z low 32 bits, segment = col_in_edge >> 2
uint seg = col_in_edge >> 2;
uint tc0_byte = (m.z >> (seg * 8u)) & 0xffu;
int tc0_s = int(tc0_byte);
if (tc0_s >= 128) tc0_s -= 256; // sign-extend
if (alpha == 0 || beta == 0) return;
if (tc0_s < 0) return; // segment skip
// Read 8 rows of context (p3..p0, q0..q3) at this column.
int p3 = int(u_dst.dst[dst_off - 4u * stride]);
int p2 = int(u_dst.dst[dst_off - 3u * stride]);
int p1 = int(u_dst.dst[dst_off - 2u * stride]);
int p0 = int(u_dst.dst[dst_off - 1u * stride]);
int q0 = int(u_dst.dst[dst_off]);
int q1 = int(u_dst.dst[dst_off + 1u * stride]);
int q2 = int(u_dst.dst[dst_off + 2u * stride]);
int q3 = int(u_dst.dst[dst_off + 3u * stride]);
// Edge preconditions.
if (abs(p0 - q0) >= alpha) return;
if (abs(p1 - p0) >= beta) return;
if (abs(q1 - q0) >= beta) return;
int ap = abs(p2 - p0);
int aq = abs(q2 - q0);
bool ap_lt = ap < beta;
bool aq_lt = aq < beta;
int tc = tc0_s + int(ap_lt) + int(aq_lt);
int delta = clamp(((q0 - p0) * 4 + (p1 - q1) + 4) >> 3, -tc, tc);
int p0p = clamp(p0 + delta, 0, 255);
int q0p = clamp(q0 - delta, 0, 255);
int p1p = p1;
if (ap_lt) {
int d_p1 = clamp((p2 + ((p0 + q0 + 1) >> 1) - 2*p1) >> 1, -tc0_s, tc0_s);
p1p = p1 + d_p1;
}
int q1p = q1;
if (aq_lt) {
int d_q1 = clamp((q2 + ((p0 + q0 + 1) >> 1) - 2*q1) >> 1, -tc0_s, tc0_s);
q1p = q1 + d_q1;
}
u_dst.dst[dst_off - 2u * stride] = uint8_t(p1p);
u_dst.dst[dst_off - 1u * stride] = uint8_t(p0p);
u_dst.dst[dst_off ] = uint8_t(q0p);
u_dst.dst[dst_off + 1u * stride] = uint8_t(q1p);
}
```
## V3D substrate fit
Per `docs/phase0.md`:
- 16 KB shared: not needed (no inter-lane data sharing)
- ≤ 8 SSBOs: 2 used (meta, dst). Comfortable.
- subgroupSize = 16: 16 cols/edge = 1 subgroup per edge. Good fit.
- No DP4A: doesn't matter here; H.264 deblock is per-pixel scalar
- No shaderFloat16/Int8 ALU: all int math; uint8 dst via 8bit_storage
## Predicted shaderdb stats
- ~150-200 instructions (alpha/beta gating + tc0 conditional +
multiple writes per lane)
- 2-3 threads (alpha/beta condition tracking + 8 pixel context
variables + intermediate p0', q0', p1', q1' = high register
pressure)
- 0 loops, 0 spills (hopefully)
- ~20 uniforms (push consts + constants)
## Phase 5 review focus
Items for the Sonnet second-model audit:
1. **tc0 sign-extension**`if (tc0_s >= 128) tc0_s -= 256`
correct? GLSL's int sign-extension semantics for uint→int cast
matter. Alternative: pack tc0 as int32 array in meta with
sign already encoded.
2. **Multiple early-return statements**`if (... ) return;` paths
for edge preconditions. SAFE here (no barrier follows), but
should document explicitly to avoid cargo-culting the cycle-1
barrier-before-return UB lesson.
3. **abs() on signed int** — GLSL's `abs(int)` works as expected for
negative numbers. Make sure operands are signed int (cast from
uint8 first).
4. **clamp() vs clip3** — GLSL clamp(x, lo, hi) = max(lo, min(hi, x)).
Equivalent to my C ref's clip3 (which I wrote as
`clip3(v, lo, hi) = v < lo ? lo : v > hi ? hi : v`).
Match.
5. **Per-segment tc0 LUT** — extracting 4 int8 from a uint32 via
shifts is fine but adds 3-4 instructions per lane. Alternative:
`meta[i].z = sext_to_int32(tc0[0])` and `.w = sext_to_int32(tc0[1])`
etc — uses more meta storage but avoids unpacking per lane.
Tradeoff to weigh.
6. **Edge-case alpha=0 / beta=0 early return** — covered by the
spec's outer precondition. Both shaders (NEON + ours) must
bail out before reading pixels (which might be stale if the
filter was supposed to skip entirely). Currently the shader
bails at lane level — should it bail at the WG level instead
to save dispatching the WG? Probably not — easier to let each
lane check independently.
7. **dst_off arithmetic**`m.x + col_in_edge` then offsets by
`stride * N` for the 8 rows. Confirm dst_off is byte offset
(not pixel index — same in 8-bit luma).
## Acceptance criteria
- shaderdb predicted ≤ 200 inst, ≥ 2 threads, 0 spills
- M1 bit-exact (3-way: QPU vs NEON vs C ref); 10000+ edges, both
filter-triggering and skip cases sampled
- M2 captured, R₈ classified per band
- M4 same-kernel mixed bench measured
## Estimated effort
2-3 hours through Phase 7 closure (similar to cycle 2 LPF wd=4
build).