/* * Copyright © 2013 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. * */ #ifndef GEN_DEVICE_INFO_H #define GEN_DEVICE_INFO_H #include /** * Intel hardware information and quirks */ struct gen_device_info { int gen; /**< Generation number: 4, 5, 6, 7, ... */ int gt; bool is_g4x; bool is_ivybridge; bool is_baytrail; bool is_haswell; bool is_cherryview; bool is_broxton; bool has_hiz_and_separate_stencil; bool must_use_separate_stencil; bool has_llc; bool has_pln; bool has_compr4; bool has_surface_tile_offset; bool supports_simd16_3src; bool has_resource_streamer; /** * \name Intel hardware quirks * @{ */ bool has_negative_rhw_bug; /** * Some versions of Gen hardware don't do centroid interpolation correctly * on unlit pixels, causing incorrect values for derivatives near triangle * edges. Enabling this flag causes the fragment shader to use * non-centroid interpolation for unlit pixels, at the expense of two extra * fragment shader instructions. */ bool needs_unlit_centroid_workaround; /** @} */ /** * \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 * 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. * * @{ */ /** * Total number of slices present on the device whether or not they've been * fused off. * * XXX: CS thread counts are limited by the inability to do cross subslice * communication. It is the effectively the number of logical threads which * can be executed in a subslice. Fuse configurations may cause this number * to change, so we program @max_cs_threads as the lower maximum. */ unsigned num_slices; unsigned max_vs_threads; /**< Maximum Vertex Shader threads */ unsigned max_tcs_threads; /**< Maximum Hull Shader threads */ unsigned max_tes_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+. * * 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; unsigned min_ds_entries; /** * The maximum number of URB entries. See the 3DSTATE_URB_ docs. */ unsigned max_entries[4]; } urb; /** @} */ }; bool gen_get_device_info(int devid, struct gen_device_info *devinfo); const char *gen_get_device_name(int devid); #endif /* GEN_DEVICE_INFO_H */