diff options
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_device_info.h | 55 |
1 files changed, 48 insertions, 7 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_device_info.h b/src/mesa/drivers/dri/i965/brw_device_info.h index af2e459fe48..c641ffc281e 100644 --- a/src/mesa/drivers/dri/i965/brw_device_info.h +++ b/src/mesa/drivers/dri/i965/brw_device_info.h @@ -25,6 +25,9 @@ #pragma once #include <stdbool.h> +/** + * Intel hardware information and quirks + */ struct brw_device_info { int gen; /**< Generation number: 4, 5, 6, 7, ... */ @@ -66,6 +69,18 @@ struct brw_device_info /** * \name GPU hardware limits + * + * In general, you can find shader thread maximums by looking at the "Maximum + * Number of Threads" field in the Intel PRM description of the 3DSTATE_VS, + * 3DSTATE_GS, 3DSTATE_HS, 3DSTATE_DS, and 3DSTATE_PS commands. URB entry + * limits come from the "Number of URB Entries" field in the the + * 3DSTATE_URB_VS command and friends. + * + * These fields are used to calculate the scratch space to allocate. The + * amount of scratch space can be larger without being harmful on modern + * GPUs, however, prior to Haswell, programming the maximum number of threads + * to greater than the hardware maximum would cause GPU performance to tank. + * * @{ */ /** @@ -78,18 +93,44 @@ struct brw_device_info * to change, so we program @max_cs_threads as the lower maximum. */ unsigned num_slices; - unsigned max_vs_threads; - unsigned max_hs_threads; - unsigned max_ds_threads; - unsigned max_gs_threads; + unsigned max_vs_threads; /**< Maximum Vertex Shader threads */ + unsigned max_hs_threads; /**< Maximum Hull Shader threads */ + unsigned max_ds_threads; /**< Maximum Domain Shader threads */ + unsigned max_gs_threads; /**< Maximum Geometry Shader threads. */ + /** + * Theoretical maximum number of Pixel Shader threads. + * + * PSD means Pixel Shader Dispatcher. On modern Intel GPUs, hardware will + * automatically scale pixel shader thread count, based on a single value + * programmed into 3DSTATE_PS. + * + * To calculate the maximum number of threads for Gen8 beyond (which have + * multiple Pixel Shader Dispatchers): + * + * - Look up 3DSTATE_PS and find "Maximum Number of Threads Per PSD" + * - Usually there's only one PSD per subslice, so use the number of + * subslices for number of PSDs. + * - For max_wm_threads, the total should be PSD threads * #PSDs. + */ unsigned max_wm_threads; + + /** + * Maximum Compute Shader threads. + * + * Thread count * number of EUs per subslice + */ unsigned max_cs_threads; struct { /** - * Hardware default URB size. The units this is expressed in are - * somewhat inconsistent: 512b units on Gen4-5, KB on Gen6-7, and KB - * times the slice count on Gen8+. + * Hardware default URB size. + * + * The units this is expressed in are somewhat inconsistent: 512b units + * on Gen4-5, KB on Gen6-7, and KB times the slice count on Gen8+. + * + * Look up "URB Size" in the "Device Attributes" page, and take the + * maximum. Look up the slice count for each GT SKU on the same page. + * urb.size = URB Size (kbytes) / slice count */ unsigned size; unsigned min_vs_entries; |