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Luke McGartland f03ca051da vulkan/prores_ks_estimate_slice: gallop and bisect the overquant search
A slice still over budget at max_quant searches for a quantizer that
fits by estimating each quantizer above it in turn, up to 127. With the
4:2:2 profiles' budgets on detailed content many slices take dozens of
steps, and since the loop is subgroup-uniform every lane of the subgroup
waits for the slowest slice. On a Tesla T4, 1080p HQ ran slower than
4444.

Gallop upwards until an estimate fits, then bisect between the highest
quantizer known to overshoot and the lowest known to fit, in about
2 * log2(distance) estimates. When bits fall monotonically with the
quantizer, this finds the same quantizer as the linear search. The DC
and run/level estimates are context-adaptive, so occasionally they
don't, and the search settles on a higher quantizer that also fits.

1080p, steady state, fps, on a Tesla T4 (NVIDIA 580.159.04), measured
with 9.0.2 plus this shader's fixes from master (e54f60ed, ddc140eb,
444564d5, 03e58384):

                    linear   bisect
  HQ, SMPTE bars     17.9     73.6
  HQ, noise          14.8     56.2
  Proxy, noise       16.5     71.0
  4444, SMPTE bars   30.9     63.1
  4444, noise        24.4     47.8

Output was byte-identical there for every row. On master with
KosmicKrisp (Apple M4), 1080p testsrc2, smptebars, mandelbrot, a camera
recording and a screen recording in all six profiles, 27 of 30 encodes
were byte-identical. The other three were Proxy, the tightest budget:
each changed by a few bytes, and average PSNR moved by at most 0.0003 dB.
2026-10-20 00:33:04 +00:00
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