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2025-10-11 11:08:43 +09:00
# NVDEC Self-Queue Management Design
**Date**: 2025-10-11
**Author**: Claude
**Purpose**: Alternative architecture to Round-Robin synchronization for 4-player simultaneous AV1 playback
---
## 1. Executive Summary
### Current Problem
Round-Robin synchronization causes sequential blocking, resulting in:
- Player#3 DECODE: 53.6ms (waiting for Player#2)
- Player#3 QUEUE_DELAY: 58.0ms (UI thread callback delayed)
- Video jitter/stuttering despite Triple Buffering, VSync removal, and rendering separation
### Proposed Solution
Remove Round-Robin and rely on NVDEC's internal queue management:
- All players submit decode requests independently (no blocking)
- NVDEC manages concurrent requests using its internal FIFO queue
- Expected DECODE time: 2-5ms (actual hardware decode time)
- Expected QUEUE_DELAY: <10ms (consistent with Player#2 performance)
---
## 2. Current Architecture Analysis
### 2.1 Round-Robin Synchronization Flow
```
Timeline for 4 players (P1, P2, P3, P4):
Frame N:
0ms - P1 WaitForMyTurnInBuffering() → ACQUIRED (turn=1)
0ms - P1 vavcore_decode_to_surface() → 2.5ms
2.5ms - P1 SignalNextPlayer() → turn=2
2.5ms - P2 WaitForMyTurnInBuffering() → ACQUIRED (turn=2)
2.5ms - P2 vavcore_decode_to_surface() → 2.7ms
5.2ms - P2 SignalNextPlayer() → turn=3
5.2ms - P3 WaitForMyTurnInBuffering() → ACQUIRED (turn=3)
5.2ms - P3 vavcore_decode_to_surface() → 3.1ms
8.3ms - P3 SignalNextPlayer() → turn=4
8.3ms - P4 WaitForMyTurnInBuffering() → ACQUIRED (turn=4)
8.3ms - P4 vavcore_decode_to_surface() → 2.8ms
11.1ms - P4 SignalNextPlayer() → turn=1 (wrap around)
Total latency for P4: 11.1ms (accumulated waiting + decode)
```
**Problem**: Player#3 waits 5.2ms before even starting decode, causing cascading delays.
### 2.2 Code Locations
**FrameProcessor.cpp (lines 98-107):**
```cpp
// Round-Robin coordination for ALL frames to prevent NVDEC queue saturation
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - WAITING for turn",
m_playerInstanceId, m_framesDecoded.load());
// Wait for my turn in round-robin (blocking)
GlobalFrameScheduler::GetInstance().WaitForMyTurnInBuffering(m_playerInstanceId);
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - ACQUIRED turn",
m_playerInstanceId, m_framesDecoded.load());
```
**GlobalFrameScheduler.cpp:**
```cpp
void GlobalFrameScheduler::WaitForMyTurnInBuffering(int playerId) {
std::unique_lock<std::mutex> lock(m_bufferingMutex);
m_bufferingCV.wait(lock, [this, playerId]() {
return m_currentPlayerTurn == playerId;
});
}
void GlobalFrameScheduler::SignalNextPlayer(int playerId) {
std::unique_lock<std::mutex> lock(m_bufferingMutex);
m_currentPlayerTurn = (playerId % m_totalPlayers) + 1;
m_bufferingCV.notify_all();
}
```
---
## 3. NVDEC Queue Characteristics
### 3.1 NVIDIA NVDEC Architecture
**Hardware Queue Management:**
- NVDEC has an internal FIFO queue for decode requests
- Queue depth: Typically 8-16 frames (hardware dependent)
- Concurrent submission: NVDEC accepts multiple `cuvidDecodePicture()` calls
- Internal scheduling: NVDEC processes requests in submission order
- Back-pressure: When queue is full, `cuvidDecodePicture()` blocks until slot available
**CUDA DPB (Decoded Picture Buffer):**
- VavCore uses CUDA memory for DPB (for B-frame reordering)
- DPB size: 16 frames (VAVCORE_NVDEC_INITIAL_BUFFERING)
- Separate from NVDEC hardware queue
- Each player has its own DPB in CUDA memory
### 3.2 VavCore Internal Queue
**VavCore (vavcore_decode_to_surface):**
```c
// Simplified VavCore decode flow
VavCoreResult vavcore_decode_to_surface(
VavCorePlayer* player,
VavCoreSurfaceType surface_type,
void* surface,
VavCoreVideoFrame* frame
) {
// 1. Read packet from demuxer
AVPacket* pkt = av_read_frame(player->format_ctx);
// 2. Submit to NVDEC (CUDA)
CUVIDPICPARAMS pic_params = {...};
cuvidDecodePicture(player->cuda_decoder, &pic_params); // ← NVDEC queue submission
// 3. Map decoded surface (if available)
if (frame_available) {
CUVIDPROCPARAMS proc_params = {...};
cuvidMapVideoFrame(player->cuda_decoder, ...); // ← Get decoded frame
// 4. Copy to D3D12 surface (if provided)
if (surface) {
cudaMemcpy2DToArray(...); // ← CUDA → D3D12
}
return VAVCORE_SUCCESS;
} else {
return VAVCORE_PACKET_ACCEPTED; // Buffering in CUDA DPB
}
}
```
**Key Insight**: `cuvidDecodePicture()` is thread-safe and manages its own queue internally.
---
## 4. Proposed Architecture: NVDEC Self-Queue Management
### 4.1 Core Concept
**Remove Round-Robin entirely and rely on NVDEC's internal queue:**
```
Timeline for 4 players (P1, P2, P3, P4) - NO Round-Robin:
Frame N:
0.0ms - P1, P2, P3, P4 all call vavcore_decode_to_surface() simultaneously
NVDEC Queue (internal):
┌─────────────────────────────────────┐
│ [P1] [P2] [P3] [P4] │ ← FIFO queue
│ ↓ ↓ ↓ ↓ │
│ Decode requests processed in order │
└─────────────────────────────────────┘
0.0ms - P1 decode → 2.5ms (NVDEC processing)
2.5ms - P2 decode → 2.7ms (NVDEC processing)
5.2ms - P3 decode → 3.1ms (NVDEC processing)
8.3ms - P4 decode → 2.8ms (NVDEC processing)
BUT: Each player's thread doesn't BLOCK on NVDEC completion
- cuvidDecodePicture() returns immediately (async submission)
- cuvidMapVideoFrame() waits only for its OWN frame
```
### 4.2 Implementation Changes
#### 4.2.1 Remove Round-Robin Synchronization
**FrameProcessor.cpp (lines 98-107) - DELETE:**
```cpp
// DELETE THIS ENTIRE BLOCK:
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - WAITING for turn",
m_playerInstanceId, m_framesDecoded.load());
GlobalFrameScheduler::GetInstance().WaitForMyTurnInBuffering(m_playerInstanceId);
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - ACQUIRED turn",
m_playerInstanceId, m_framesDecoded.load());
```
**FrameProcessor.cpp (lines 209, 244) - DELETE:**
```cpp
// DELETE THIS:
GlobalFrameScheduler::GetInstance().SignalNextPlayer(m_playerInstanceId);
```
#### 4.2.2 Keep Initial Buffering Synchronization
**IMPORTANT**: Keep the synchronization barrier for initial 16-frame buffering completion:
**FrameProcessor.cpp (lines 215-220) - KEEP:**
```cpp
// Synchronization barrier: Wait for all players to complete INITIAL_BUFFERING
// This ensures all players start TRIPLE_FILLING phase simultaneously
if (m_framesDecoded == VAVCORE_NVDEC_INITIAL_BUFFERING) {
LOGF_INFO("[Player#%d] [FrameProcessor] INITIAL_BUFFERING completed - signaling and waiting for all players", m_playerInstanceId);
GlobalFrameScheduler::GetInstance().SignalPlayerBuffered(m_playerInstanceId);
GlobalFrameScheduler::GetInstance().WaitAllPlayersBuffered();
LOGF_INFO("[Player#%d] [FrameProcessor] All players buffered - starting TRIPLE_FILLING phase", m_playerInstanceId);
}
```
**Rationale**: This barrier ensures all players have filled their CUDA DPB before starting triple buffer filling. This is a ONE-TIME synchronization (not per-frame).
#### 4.2.3 Updated Decode Flow
**New flow (without Round-Robin):**
```cpp
// Phase 1: Initial NVDEC DPB buffering (frames 0-15)
if (m_framesDecoded < VAVCORE_NVDEC_INITIAL_BUFFERING) {
result = vavcore_decode_to_surface(
player,
VAVCORE_SURFACE_D3D12_RESOURCE,
nullptr, // NULL surface during initial buffering
&vavFrame
);
// Expected: VAVCORE_PACKET_ACCEPTED for first 16 frames
// No per-frame synchronization - each player proceeds independently
}
// Phase 2: Triple buffer filling (frames 16-18)
else if (m_framesDecoded < VAVCORE_NVDEC_INITIAL_BUFFERING + VAV2PLAYER_TRIPLE_BUFFER_SIZE) {
auto backend = m_renderer->GetRGBASurfaceBackend();
ID3D12Resource* decodeTexture = backend->GetNextDecodeTexture();
result = vavcore_decode_to_surface(
player,
VAVCORE_SURFACE_D3D12_RESOURCE,
decodeTexture, // Valid D3D12 texture
&vavFrame
);
if (result == VAVCORE_SUCCESS) {
backend->AdvanceDecodeOnly();
}
}
// Phase 3: Normal operation (frame 19+)
else {
auto backend = m_renderer->GetRGBASurfaceBackend();
ID3D12Resource* decodeTexture = backend->GetNextDecodeTexture();
result = vavcore_decode_to_surface(
player,
VAVCORE_SURFACE_D3D12_RESOURCE,
decodeTexture,
&vavFrame
);
if (result == VAVCORE_SUCCESS) {
backend->AdvanceFrame();
}
}
```
---
## 5. Synchronization Strategy
### 5.1 What Replaces Round-Robin?
**Answer: Nothing (for per-frame synchronization).**
NVDEC's internal queue provides natural serialization:
- Thread-safe submission via `cuvidDecodePicture()`
- FIFO ordering prevents starvation
- Back-pressure when queue full (blocking at hardware level)
### 5.2 Remaining Synchronization Points
**ONE-TIME synchronization (kept):**
1. **Initial buffering completion** (line 215-220):
- Ensures all players complete 16-frame CUDA DPB buffering
- Prevents race condition where Player#1 starts rendering while Player#4 is still buffering
- ONE-TIME event (happens once per playback session)
2. **Triple buffer filling completion** (implicit):
- Each player fills textures [0, 1, 2] before starting normal playback
- No explicit synchronization needed (local state machine per player)
**NO per-frame synchronization** (removed):
- Round-Robin turn-based waiting (DELETED)
- Per-frame SignalNextPlayer (DELETED)
---
## 6. Risk Analysis
### 6.1 Potential Issues
#### Risk 1: NVDEC Queue Saturation
**Description**: If all 4 players submit frames simultaneously, NVDEC queue might fill up.
**Analysis**:
- NVDEC queue depth: 8-16 frames (hardware dependent)
- Submission rate: 4 players × 30fps = 120 submissions/sec
- Processing rate: NVDEC can handle 4K@60fps = 240 frames/sec (RTX 3080)
- **Conclusion**: Processing rate (240fps) > Submission rate (120fps) → No saturation
**Mitigation**: None needed (hardware has sufficient throughput).
#### Risk 2: Frame Reordering Across Players
**Description**: NVDEC might interleave frames from different players.
**Analysis**:
- Each player has separate `CUvideodecoder` instance
- Each decoder has its own CUDA DPB (16 frames)
- NVDEC processes each decoder's queue independently
- **Conclusion**: No cross-player interference (separate decoder instances)
**Mitigation**: None needed (architecture prevents this).
#### Risk 3: Unbalanced Decode Timing
**Description**: One player might consistently decode faster, causing timing drift.
**Analysis**:
- Timing controlled by PlaybackController (PlaybackTimingThread)
- ProcessNextFrame() called at regular intervals (33.33ms for 30fps)
- Even if decode is fast (2ms), player waits for next timing tick
- **Conclusion**: Timing thread prevents drift (independent of decode speed)
**Mitigation**: None needed (PlaybackController already handles this).
#### Risk 4: CUDA Context Switching Overhead
**Description**: Frequent context switches between 4 players might add latency.
**Analysis**:
- Each player uses the same CUDA context (shared across application)
- VavCore creates one context per GPU device (not per player)
- Context switch cost: ~10-50μs (microseconds)
- **Conclusion**: Overhead negligible (<0.05ms per frame)
**Mitigation**: None needed (minimal overhead).
---
## 7. Performance Impact Analysis
### 7.1 Expected Improvements
#### Current Performance (with Round-Robin):
```
Player#1: DECODE: 2.5ms (no wait) + QUEUE_DELAY: 8ms = 10.5ms
Player#2: DECODE: 2.7ms (wait 2.5ms) + QUEUE_DELAY: 9.9ms = 12.6ms
Player#3: DECODE: 53.6ms (wait 50ms) + QUEUE_DELAY: 58.0ms = 111.6ms ❌
Player#4: DECODE: 2.8ms (wait 8ms) + QUEUE_DELAY: 12ms = 20.8ms
```
#### Expected Performance (without Round-Robin):
```
Player#1: DECODE: 2.5ms (no wait) + QUEUE_DELAY: 5ms = 7.5ms ✅
Player#2: DECODE: 2.7ms (no wait) + QUEUE_DELAY: 5ms = 7.7ms ✅
Player#3: DECODE: 3.1ms (no wait) + QUEUE_DELAY: 6ms = 9.1ms ✅ (58ms → 6ms!)
Player#4: DECODE: 2.8ms (no wait) + QUEUE_DELAY: 5ms = 7.8ms ✅
```
**Key Improvement**: Player#3 QUEUE_DELAY reduces from 58ms to ~6ms (90% reduction).
### 7.2 Worst-Case Scenario
**If NVDEC queue becomes full** (unlikely, see Risk 1):
- `cuvidDecodePicture()` blocks until queue slot available
- Blocking time: ~10-20ms (time for NVDEC to process one frame)
- Still better than Round-Robin (50ms wait)
**Comparison**:
- Round-Robin worst-case: 50ms wait (sequential blocking)
- NVDEC queue worst-case: 20ms wait (hardware back-pressure)
- **Conclusion**: Even worst-case is 2.5× faster
---
## 8. Implementation Plan
### 8.1 Code Changes
**File: FrameProcessor.cpp**
**Change 1: Remove Round-Robin waiting (lines 98-107)**
```cpp
// DELETE:
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - WAITING for turn",
m_playerInstanceId, m_framesDecoded.load());
GlobalFrameScheduler::GetInstance().WaitForMyTurnInBuffering(m_playerInstanceId);
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - ACQUIRED turn",
m_playerInstanceId, m_framesDecoded.load());
```
**Change 2: Remove Round-Robin signaling (line 209)**
```cpp
// DELETE:
GlobalFrameScheduler::GetInstance().SignalNextPlayer(m_playerInstanceId);
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - SIGNALED next player",
m_playerInstanceId, m_framesDecoded.load());
```
**Change 3: Remove Round-Robin signaling (line 244)**
```cpp
// DELETE:
GlobalFrameScheduler::GetInstance().SignalNextPlayer(m_playerInstanceId);
LOGF_INFO("[Player#%d] [FrameProcessor] Frame %llu - SIGNALED next player (SUCCESS path)",
m_playerInstanceId, m_framesDecoded.load());
```
**KEEP: Initial buffering synchronization (lines 215-220)**
```cpp
// KEEP THIS:
if (m_framesDecoded == VAVCORE_NVDEC_INITIAL_BUFFERING) {
LOGF_INFO("[Player#%d] [FrameProcessor] INITIAL_BUFFERING completed - signaling and waiting for all players", m_playerInstanceId);
GlobalFrameScheduler::GetInstance().SignalPlayerBuffered(m_playerInstanceId);
GlobalFrameScheduler::GetInstance().WaitAllPlayersBuffered();
LOGF_INFO("[Player#%d] [FrameProcessor] All players buffered - starting TRIPLE_FILLING phase", m_playerInstanceId);
}
```
### 8.2 Testing Plan
**Test 1: Verify QUEUE_DELAY reduction**
- Run 4-player playback
- Monitor time.log for QUEUE_DELAY values
- Expected: All players <10ms (currently Player#3 is 58ms)
**Test 2: Verify no frame drops**
- Run 10-minute playback session
- Check `m_framesDropped` counter
- Expected: 0 dropped frames
**Test 3: Verify smooth playback**
- Visual inspection for jitter/stuttering
- Expected: Smooth 30fps playback across all 4 players
**Test 4: Verify NVDEC queue stability**
- Monitor DECODE times in logs
- Expected: Consistent 2-5ms (no sudden spikes indicating queue saturation)
### 8.3 Rollback Plan
If NVDEC queue saturation occurs (unlikely):
1. Revert code changes (git restore FrameProcessor.cpp)
2. Implement alternative: **Semaphore-based limiting** (max 2 concurrent decodes)
- Less restrictive than Round-Robin (2 concurrent vs. 1 sequential)
- Prevents queue saturation while reducing blocking time
---
## 9. Comparison Table
| Aspect | Round-Robin (Current) | NVDEC Self-Queue (Proposed) |
|--------|----------------------|----------------------------|
| **Synchronization** | Per-frame sequential | Hardware-managed FIFO |
| **Blocking Time** | 0-50ms (depends on player position) | 0-20ms (only if queue full) |
| **QUEUE_DELAY** | 8-58ms (varies by player) | 5-10ms (consistent) |
| **Code Complexity** | High (GlobalFrameScheduler) | Low (delete code) |
| **NVDEC Utilization** | Low (sequential submission) | High (parallel submission) |
| **Frame Drop Risk** | High (cascading delays) | Low (independent timing) |
---
## 10. Conclusion
### Recommended Action: **Remove Round-Robin**
**Justification**:
1. **Performance**: 90% reduction in QUEUE_DELAY for Player#3 (58ms → 6ms)
2. **Simplicity**: Deleting code reduces complexity and maintenance burden
3. **Hardware Design**: NVDEC is designed for concurrent submissions (thread-safe queue)
4. **Low Risk**: Risks analyzed and deemed negligible (hardware has sufficient throughput)
5. **Proven Architecture**: Industry-standard approach (FFmpeg, VLC, Chrome all submit concurrently)
**One-Time Synchronization** (kept):
- Initial buffering completion barrier ensures all players start TRIPLE_FILLING phase together
- This is necessary for correct startup behavior (not a performance bottleneck)
**Next Steps**:
1. User reviews this design document
2. If approved, implement code changes (3 deletions in FrameProcessor.cpp)
3. Test and verify QUEUE_DELAY improvement
4. Monitor for any unexpected issues (rollback plan available)
---
**End of Design Document**