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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.
- *
- */
-
-#pragma once
-#include <stdbool.h>
-
-/**
- * Intel hardware information and quirks
- */
-struct brw_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_cherryview;
- bool is_broxton;
-
- 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 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+.
- *
- * 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;
- unsigned max_vs_entries;
- unsigned max_hs_entries;
- unsigned min_ds_entries;
- unsigned max_ds_entries;
- unsigned max_gs_entries;
- } urb;
- /** @} */
-};
-
-const struct brw_device_info *brw_get_device_info(int devid);
-const char *brw_get_device_name(int devid);