mesa: docs: Intel i965 hardware limits.

This should help the next person working on hardware enabling figure out
where in the Intel PRMs to find the magic platform hardware values.

Signed-off-by: Sarah Sharp <sarah.a.sharp@linux.intel.com>
This commit is contained in:
Sarah Sharp 2015-10-29 16:11:54 -07:00
parent 0f5bfc7f01
commit af06190760
1 changed files with 48 additions and 7 deletions

View File

@ -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;