const char *marketing_name;
bool is_pro_graphics;
uint32_t pci_id;
+ uint32_t pci_rev_id;
enum radeon_family family;
enum chip_class chip_class;
uint32_t family_id;
/* Features. */
bool has_graphics; /* false if the chip is compute-only */
uint32_t num_rings[NUM_RING_TYPES];
+ uint32_t ib_pad_dw_mask[NUM_RING_TYPES];
bool has_clear_state;
bool has_distributed_tess;
bool has_dcc_constant_encode;
bool rbplus_allowed; /* if RB+ is allowed */
bool has_load_ctx_reg_pkt;
bool has_out_of_order_rast;
+ bool has_packed_math_16bit;
bool cpdma_prefetch_writes_memory;
bool has_gfx9_scissor_bug;
bool has_tc_compat_zrange_bug;
uint64_t gart_size;
uint64_t vram_size;
uint64_t vram_vis_size;
+ uint32_t vram_bit_width;
+ uint32_t vram_type;
unsigned gds_size;
unsigned gds_gfx_partition_size;
uint64_t max_alloc_size;
uint32_t tcc_cache_line_size;
bool tcc_harvested;
unsigned pc_lines;
- uint32_t lds_size_per_cu;
+ uint32_t lds_size_per_workgroup;
+ uint32_t lds_granularity;
+ uint32_t max_memory_clock;
+ uint32_t ce_ram_size;
+ uint32_t l1_cache_size;
+ uint32_t l2_cache_size;
/* CP info. */
bool gfx_ib_pad_with_type2;
- unsigned ib_start_alignment;
+ unsigned ib_alignment; /* both start and size alignment */
uint32_t me_fw_version;
uint32_t me_fw_feature;
uint32_t pfp_fw_version;
bool has_userptr;
bool has_syncobj;
bool has_syncobj_wait_for_submit;
+ bool has_timeline_syncobj;
bool has_fence_to_handle;
bool has_ctx_priority;
bool has_local_buffers;
bool has_read_registers_query;
bool has_gds_ordered_append;
bool has_scheduled_fence_dependency;
+ /* Whether SR-IOV is enabled or amdgpu.mcbp=1 was set on the kernel command line. */
+ bool mid_command_buffer_preemption_enabled;
/* Shader cores. */
+ uint32_t cu_mask[4][2];
uint32_t r600_max_quad_pipes; /* wave size / 16 */
uint32_t max_shader_clock;
uint32_t num_good_compute_units;
- uint32_t num_good_cu_per_sh;
+ uint32_t max_good_cu_per_sa;
+ uint32_t min_good_cu_per_sa; /* min != max if SAs have different # of CUs */
uint32_t max_se; /* shader engines */
uint32_t max_sh_per_se; /* shader arrays per shader engine */
uint32_t max_wave64_per_simd;
uint32_t min_sgpr_alloc;
uint32_t max_sgpr_alloc;
uint32_t sgpr_alloc_granularity;
- uint32_t min_vgpr_alloc;
+ uint32_t min_wave64_vgpr_alloc;
uint32_t max_vgpr_alloc;
- uint32_t vgpr_alloc_granularity;
+ uint32_t wave64_vgpr_alloc_granularity;
+ bool use_late_alloc; /* VS and GS: late pos/param allocation */
/* Render backends (color + depth blocks). */
uint32_t r300_num_gb_pipes;