[Mesa-dev] [PATCH 3/3] mesa: docs: Intel i965 hardware limits.
Sarah Sharp
sarah.a.sharp at linux.intel.com
Mon Dec 7 12:18:33 PST 2015
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 at linux.intel.com>
---
src/mesa/drivers/dri/i965/brw_device_info.h | 51 ++++++++++++++++++++++++++---
1 file changed, 46 insertions(+), 5 deletions(-)
diff --git a/src/mesa/drivers/dri/i965/brw_device_info.h b/src/mesa/drivers/dri/i965/brw_device_info.h
index 89c1501..bffdb17 100644
--- a/src/mesa/drivers/dri/i965/brw_device_info.h
+++ b/src/mesa/drivers/dri/i965/brw_device_info.h
@@ -65,17 +65,58 @@ struct brw_device_info
/* @} */
/**
- * @defgroup brw_gpu_limits GPU hardware limitations
+ * @defgroup brw_gpu_limits 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.
+ *
* @{
*/
- 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 {
+ /**
+ * Maximum URB size the hardware must store.
+ *
+ * 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;
--
2.3.0
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