intel/common: Add an is_kabylake field to gen_device_info
[mesa.git] / src / intel / common / gen_device_info.h
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 */