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intel-hard-graphics/src/gallium/drivers/r300/r300_chipset.h
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2026-06-06 13:25:15 +03:00

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2.8 KiB
C

/*
* Copyright 2008 Corbin Simpson <[email protected]>
* SPDX-License-Identifier: MIT
*/
#ifndef R300_CHIPSET_H
#define R300_CHIPSET_H
#include "util/compiler.h"
/* these are sizes in dwords */
#define R300_HIZ_LIMIT 10240
#define RV530_HIZ_LIMIT 15360
/* rv3xx have only one pipe */
#define PIPE_ZMASK_SIZE 4096
#define RV3xx_ZMASK_SIZE 5120
/* The size of a compressed tile. Each compressed tile takes 2 bits
* in the ZMASK RAM, so there is always 16 tiles per one dword. */
enum r300_zmask_compression {
R300_ZCOMP_4X4 = 4,
R300_ZCOMP_8X8 = 8
};
/* Structure containing all the possible information about a specific Radeon
* in the R3xx, R4xx, and R5xx families. */
struct r300_capabilities {
/* Chipset family */
int family;
/* The number of vertex floating-point units */
unsigned num_vert_fpus;
/* The number of texture units. */
unsigned num_tex_units;
/* Whether or not TCL is physically present. */
bool has_hardware_tcl;
/* Whether or not hardware TCL is enabled. Debug options may disable it. */
bool has_tcl;
/* Some chipsets do not have HiZ RAM - other have varying amounts. */
int hiz_ram;
/* Some chipsets have zmask ram per pipe some don't. */
int zmask_ram;
/* CMASK is for MSAA colorbuffer compression and fast clear. */
bool has_cmask;
/* Compression mode for ZMASK. */
enum r300_zmask_compression z_compress;
/* Whether or not this is RV350 or newer, including all r400 and r500
* chipsets. The differences compared to the oldest r300 chips are:
* - Blend LTE/GTE thresholds
* - Better MACRO_SWITCH in texture tiling
* - Half float vertex
* - More HyperZ optimizations */
bool is_rv350;
/* Whether or not this is R400. The differences compared their rv350
* cousins are:
* - Extended fragment shader registers
* - 3DC texture compression (RGTC2) */
bool is_r400;
/* Whether or not this is an RV515 or newer; R500s have many differences
* that require extra consideration, compared to their rv350 cousins:
* - Extra bit of width and height on texture sizes
* - Blend color is split across two registers
* - Universal Shader (US) block used for fragment shaders
* - FP16 blending and multisampling
* - Full RGTC texture compression
* - 24-bit depth textures
* - Stencil back-face reference value
* - Ability to render up to 2^24 - 1 vertices with signed index offset */
bool is_r500;
/* Whether or not the second pixel pipe is accessed with the high bit */
bool high_second_pipe;
/* DXTC texture swizzling. */
bool dxtc_swizzle;
/* Whether R500_US_FORMAT0_0 exists (R520-only and depends on DRM). */
bool has_us_format;
};
void r300_parse_chipset(uint32_t pci_id, struct r300_capabilities* caps);
#endif /* R300_CHIPSET_H */