[Mesa-dev] [PATCH v2 2/2] mesa: docs: Intel i965 hardware limits.

Sarah Sharp sarah.a.sharp at linux.intel.com
Mon Mar 14 21:03:28 UTC 2016


I waited a little less than a week for review, but got no responses, so
I've pushed these two trivial docs patches to master.

Sarah Sharp

On Tue, Mar 08, 2016 at 11:42:44AM -0800, Sarah Sharp wrote:
> v2:
>  - use \name doxygen format instead of @defgroup, which creates
>    a separate module - addresses comments by Ian back in December
> 
> 8<----------------------------------------------------------------->8
> 
> 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 | 55 +++++++++++++++++++++++++----
>  1 file changed, 48 insertions(+), 7 deletions(-)
> 
> diff --git a/src/mesa/drivers/dri/i965/brw_device_info.h b/src/mesa/drivers/dri/i965/brw_device_info.h
> index f3917d0..a28adfd 100644
> --- a/src/mesa/drivers/dri/i965/brw_device_info.h
> +++ b/src/mesa/drivers/dri/i965/brw_device_info.h
> @@ -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.
> +    *
>      *  @{
>      */
>     /**
> @@ -73,18 +88,44 @@ struct brw_device_info
>      * fused off.
>      */
>     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;
> -- 
> 2.3.0
> 
> _______________________________________________
> mesa-dev mailing list
> mesa-dev at lists.freedesktop.org
> https://lists.freedesktop.org/mailman/listinfo/mesa-dev


More information about the mesa-dev mailing list