/* * Copyright © 2016 Red Hat. * Copyright © 2016 Bas Nieuwenhuizen * * based in part on anv driver which is: * Copyright © 2015 Intel Corporation * * SPDX-License-Identifier: MIT */ #ifndef RADV_CONSTANTS_H #define RADV_CONSTANTS_H #define ATI_VENDOR_ID 0x1002 #define MAX_VBS 32 #define MAX_VERTEX_ATTRIBS 32 #define MAX_RTS 8 #define MAX_VIEWPORTS 16 #define MAX_SCISSORS 16 #define MAX_DISCARD_RECTANGLES 4 #define MAX_SAMPLE_LOCATIONS 32 #define MAX_PUSH_CONSTANTS_SIZE 256 #define MAX_PUSH_DESCRIPTORS 32 #define MAX_DYNAMIC_UNIFORM_BUFFERS 16 #define MAX_DYNAMIC_STORAGE_BUFFERS 8 #define MAX_DYNAMIC_BUFFERS (MAX_DYNAMIC_UNIFORM_BUFFERS + MAX_DYNAMIC_STORAGE_BUFFERS) #define MAX_SAMPLES_LOG2 4 #define NUM_META_FS_KEYS 12 #define RADV_MAX_DRM_DEVICES 8 #define MAX_VIEWS 8 #define MAX_SO_STREAMS 4 #define MAX_SO_BUFFERS 4 #define MAX_SO_OUTPUTS 128 #define MAX_INLINE_UNIFORM_BLOCK_SIZE (4ull * 1024 * 1024) #define MAX_INLINE_UNIFORM_BLOCK_COUNT 64 #define MAX_BIND_POINTS 3 /* compute + graphics + raytracing */ #define NUM_DEPTH_CLEAR_PIPELINES 2 #define NUM_DEPTH_DECOMPRESS_PIPELINES 3 #define MAX_FRAMEBUFFER_WIDTH (1u << 14) #define MAX_FRAMEBUFFER_HEIGHT (1u << 14) /* * This is the point we switch from using CP to compute shader * for certain buffer operations. */ #define RADV_BUFFER_OPS_CS_THRESHOLD 4096 #define RADV_BUFFER_UPDATE_THRESHOLD 1024 /* descriptor index into scratch ring offsets */ #define RING_SCRATCH 0 #define RING_ESGS_VS 1 #define RING_ESGS_GS 2 #define RING_GSVS_VS 3 #define RING_GSVS_GS 4 #define RING_HS_TESS_FACTOR 5 #define RING_HS_TESS_OFFCHIP 6 #define RING_TS_DRAW 7 #define RING_TS_PAYLOAD 8 #define RING_MS_SCRATCH 9 #define RING_PS_ATTR 10 #define RING_PS_SAMPLE_POSITIONS 11 #define SI_GS_PER_ES 128 /* max number of descriptor sets */ #define MAX_SETS 32 /* Make sure everything is addressable by a signed 32-bit int, and * our largest descriptors are 96 bytes. */ #define RADV_MAX_PER_SET_DESCRIPTORS ((1ull << 31) / 96) /* Our buffer size fields allow only 2**32 - 1. We round that down to a multiple * of 4 bytes so we can align buffer sizes up. */ #define RADV_MAX_MEMORY_ALLOCATION_SIZE 0xFFFFFFFCull /* Number of entries in the mesh shader scratch ring. * This depends on VGT_GS_MAX_WAVE_ID which is set by the kernel * and is impossible to query. We leave it on its maximum value * because real applications are unlikely to use it. * * The maximum ID on GFX10.3 is 2047 (0x7ff), so we need 2048 entries. */ #define RADV_MESH_SCRATCH_NUM_ENTRIES 2048 /* Size of each entry in the mesh shader scratch ring. * We must ensure that the absolute maximum mesh shader output fits here. * * Mesh shaders can create up to 256 vertices/primitives per workgroup, * and up to the following amount of outputs: * - 32 parameters * - 4 positions (clip/cull distance, etc.) * - 4 per-primitive built-in outputs (layer, view index, prim id, VRS rate) * - primitive indices which are always kept in LDS * That is a total of 32+4+4=40 output slots x 16 bytes per slot x 256 = 160K bytes. */ #define RADV_MESH_SCRATCH_ENTRY_BYTES (160 * 1024) /* Number of invocations in each subgroup. */ #define RADV_SUBGROUP_SIZE 64 /* The spec requires this to be 32. */ #define RADV_RT_HANDLE_SIZE 32 #define RADV_MAX_HIT_ATTRIB_SIZE 32 #define RADV_MAX_HIT_ATTRIB_DWORDS (RADV_MAX_HIT_ATTRIB_SIZE / 4) #define RADV_SHADER_ALLOC_ALIGNMENT 256 #define RADV_SHADER_ALLOC_MIN_ARENA_SIZE (256 * 1024) /* 256 KiB << 5 = 8 MiB */ #define RADV_SHADER_ALLOC_MAX_ARENA_SIZE_SHIFT 5u #define RADV_SHADER_ALLOC_MIN_SIZE_CLASS 8 #define RADV_SHADER_ALLOC_MAX_SIZE_CLASS 15 #define RADV_SHADER_ALLOC_NUM_FREE_LISTS (RADV_SHADER_ALLOC_MAX_SIZE_CLASS - RADV_SHADER_ALLOC_MIN_SIZE_CLASS + 1) #define PERF_CTR_MAX_PASSES 512 #define PERF_CTR_BO_PASS_OFFSET 16 #define PERF_CTR_BO_LOCK_OFFSET 0 #define PERF_CTR_BO_FENCE_OFFSET 8 /* The maximum number of in-flight uploads (radv_shader_dma_submission) when asynchronous shader * upload is used. */ #define RADV_SHADER_UPLOAD_CS_COUNT 32 /* Shader GDS counters: * offset 0| 4| 8|12 - reserved for NGG streamout counters * offset 16 - number of primitives generated by geometry shader invocations * offset 20 - number of geometry shader invocations * offset 24|28|32|36 - generated primitive counter for stream 0|1|2|3 * offset 40|44|48|52 - written primitive counter for stream 0|1|2|3 * * Mesh shader GDS counters: * offset 56 - number of mesh shader invocations * offset 60 - number of mesh shader generated primitives * * Task shader GDS counter: * offset 64 - number of task shader invocations */ #define RADV_SHADER_QUERY_GS_PRIM_EMIT_OFFSET 16 #define RADV_SHADER_QUERY_GS_INVOCATION_OFFSET 20 #define RADV_SHADER_QUERY_PRIM_GEN_OFFSET(stream) (24 + stream * 4) #define RADV_SHADER_QUERY_PRIM_XFB_OFFSET(stream) (40 + stream * 4) #define RADV_SHADER_QUERY_MS_INVOCATION_OFFSET 56 #define RADV_SHADER_QUERY_MS_PRIM_GEN_OFFSET 60 #define RADV_SHADER_QUERY_TS_INVOCATION_OFFSET 64 /* Number of samples for line smooth lowering (hw requirement). */ #define RADV_NUM_SMOOTH_AA_SAMPLES 4 /* Size of the temporary buffer allocated for transfer queue copy command workarounds. * The size is chosen so that it can fit two lines of (1 << 14) blocks at 16 bpp. */ #define RADV_SDMA_TRANSFER_TEMP_BYTES (2 * (1 << 14) * 16) #define RADV_VERT_ATTRIB_MAX MAX2(VERT_ATTRIB_MAX, VERT_ATTRIB_GENERIC0 + MAX_VERTEX_ATTRIBS) #endif /* RADV_CONSTANTS_H */