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/*
* 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 <stdbool.h>
#include <stdint.h>
/**
* 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_broadwell;
bool is_cherryview;
bool is_skylake;
bool is_broxton;
bool is_kabylake;
bool is_geminilake;
bool is_cannonlake;
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 l3_banks;
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;
/**
* The minimum number of URB entries. See the 3DSTATE_URB_<XS> docs.
*/
unsigned min_entries[4];
/**
* The maximum number of URB entries. See the 3DSTATE_URB_<XS> docs.
*/
unsigned max_entries[4];
} urb;
/**
* For the longest time the timestamp frequency for Gen's timestamp counter
* could be assumed to be 12.5MHz, where the least significant bit neatly
* corresponded to 80 nanoseconds.
*
* Since Gen9 the numbers aren't so round, with a a frequency of 12MHz for
* SKL (or scale factor of 83.33333333) and a frequency of 19200000Hz for
* BXT.
*
* For simplicty to fit with the current code scaling by a single constant
* to map from raw timestamps to nanoseconds we now do the conversion in
* floating point instead of integer arithmetic.
*
* In general it's probably worth noting that the documented constants we
* have for the per-platform timestamp frequencies aren't perfect and
* shouldn't be trusted for scaling and comparing timestamps with a large
* delta.
*
* E.g. with crude testing on my system using the 'correct' scale factor I'm
* seeing a drift of ~2 milliseconds per second.
*/
uint64_t timestamp_frequency;
/** @} */
};
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 */
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