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      1  /*
      2   * Copyright  2013 Intel Corporation
      3   *
      4   * Permission is hereby granted, free of charge, to any person obtaining a
      5   * copy of this software and associated documentation files (the "Software"),
      6   * to deal in the Software without restriction, including without limitation
      7   * the rights to use, copy, modify, merge, publish, distribute, sublicense,
      8   * and/or sell copies of the Software, and to permit persons to whom the
      9   * Software is furnished to do so, subject to the following conditions:
     10   *
     11   * The above copyright notice and this permission notice (including the next
     12   * paragraph) shall be included in all copies or substantial portions of the
     13   * Software.
     14   *
     15   * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     16   * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     17   * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
     18   * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     19   * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
     20   * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
     21   * IN THE SOFTWARE.
     22   *
     23   */
     24 
     25 #ifndef GEN_DEVICE_INFO_H
     26 #define GEN_DEVICE_INFO_H
     27 
     28 #include <stdbool.h>
     29 
     30 /**
     31  * Intel hardware information and quirks
     32  */
     33 struct gen_device_info
     34 {
     35    int gen; /**< Generation number: 4, 5, 6, 7, ... */
     36    int gt;
     37 
     38    bool is_g4x;
     39    bool is_ivybridge;
     40    bool is_baytrail;
     41    bool is_haswell;
     42    bool is_cherryview;
     43    bool is_broxton;
     44    bool is_kabylake;
     45 
     46    bool has_hiz_and_separate_stencil;
     47    bool must_use_separate_stencil;
     48 
     49    bool has_llc;
     50 
     51    bool has_pln;
     52    bool has_compr4;
     53    bool has_surface_tile_offset;
     54    bool supports_simd16_3src;
     55    bool has_resource_streamer;
     56 
     57    /**
     58     * \name Intel hardware quirks
     59     *  @{
     60     */
     61    bool has_negative_rhw_bug;
     62 
     63    /**
     64     * Some versions of Gen hardware don't do centroid interpolation correctly
     65     * on unlit pixels, causing incorrect values for derivatives near triangle
     66     * edges.  Enabling this flag causes the fragment shader to use
     67     * non-centroid interpolation for unlit pixels, at the expense of two extra
     68     * fragment shader instructions.
     69     */
     70    bool needs_unlit_centroid_workaround;
     71    /** @} */
     72 
     73    /**
     74     * \name GPU hardware limits
     75     *
     76     * In general, you can find shader thread maximums by looking at the "Maximum
     77     * Number of Threads" field in the Intel PRM description of the 3DSTATE_VS,
     78     * 3DSTATE_GS, 3DSTATE_HS, 3DSTATE_DS, and 3DSTATE_PS commands. URB entry
     79     * limits come from the "Number of URB Entries" field in the
     80     * 3DSTATE_URB_VS command and friends.
     81     *
     82     * These fields are used to calculate the scratch space to allocate.  The
     83     * amount of scratch space can be larger without being harmful on modern
     84     * GPUs, however, prior to Haswell, programming the maximum number of threads
     85     * to greater than the hardware maximum would cause GPU performance to tank.
     86     *
     87     *  @{
     88     */
     89    /**
     90     * Total number of slices present on the device whether or not they've been
     91     * fused off.
     92     *
     93     * XXX: CS thread counts are limited by the inability to do cross subslice
     94     * communication. It is the effectively the number of logical threads which
     95     * can be executed in a subslice. Fuse configurations may cause this number
     96     * to change, so we program @max_cs_threads as the lower maximum.
     97     */
     98    unsigned num_slices;
     99    unsigned max_vs_threads;   /**< Maximum Vertex Shader threads */
    100    unsigned max_tcs_threads;  /**< Maximum Hull Shader threads */
    101    unsigned max_tes_threads;  /**< Maximum Domain Shader threads */
    102    unsigned max_gs_threads;   /**< Maximum Geometry Shader threads. */
    103    /**
    104     * Theoretical maximum number of Pixel Shader threads.
    105     *
    106     * PSD means Pixel Shader Dispatcher. On modern Intel GPUs, hardware will
    107     * automatically scale pixel shader thread count, based on a single value
    108     * programmed into 3DSTATE_PS.
    109     *
    110     * To calculate the maximum number of threads for Gen8 beyond (which have
    111     * multiple Pixel Shader Dispatchers):
    112     *
    113     * - Look up 3DSTATE_PS and find "Maximum Number of Threads Per PSD"
    114     * - Usually there's only one PSD per subslice, so use the number of
    115     *   subslices for number of PSDs.
    116     * - For max_wm_threads, the total should be PSD threads * #PSDs.
    117     */
    118    unsigned max_wm_threads;
    119 
    120    /**
    121     * Maximum Compute Shader threads.
    122     *
    123     * Thread count * number of EUs per subslice
    124     */
    125    unsigned max_cs_threads;
    126 
    127    struct {
    128       /**
    129        * Hardware default URB size.
    130        *
    131        * The units this is expressed in are somewhat inconsistent: 512b units
    132        * on Gen4-5, KB on Gen6-7, and KB times the slice count on Gen8+.
    133        *
    134        * Look up "URB Size" in the "Device Attributes" page, and take the
    135        * maximum.  Look up the slice count for each GT SKU on the same page.
    136        * urb.size = URB Size (kbytes) / slice count
    137        */
    138       unsigned size;
    139 
    140       /**
    141        * The minimum number of URB entries.  See the 3DSTATE_URB_<XS> docs.
    142        */
    143       unsigned min_entries[4];
    144 
    145       /**
    146        * The maximum number of URB entries.  See the 3DSTATE_URB_<XS> docs.
    147        */
    148       unsigned max_entries[4];
    149    } urb;
    150    /** @} */
    151 };
    152 
    153 bool gen_get_device_info(int devid, struct gen_device_info *devinfo);
    154 const char *gen_get_device_name(int devid);
    155 
    156 #endif /* GEN_DEVICE_INFO_H */
    157