Lines Matching full:maximum
41 #define INTEL_DEVICE_MAX_SLICES (6) /* Maximum on gfx10 */
42 #define INTEL_DEVICE_MAX_SUBSLICES (8) /* Maximum on gfx11 */
43 #define INTEL_DEVICE_MAX_EUS_PER_SUBSLICE (16) /* Maximum on gfx12 */
44 #define INTEL_DEVICE_MAX_PIXEL_PIPES (3) /* Maximum on gfx12 */
114 * In general, you can find shader thread maximums by looking at the "Maximum
122 * GPUs, however, prior to Haswell, programming the maximum number of threads
123 * to greater than the hardware maximum would cause GPU performance to tank.
134 * to change, so we program @max_cs_threads as the lower maximum.
139 * Maximum number of slices present on this device (can be more than
150 * Maximum number of subslices per slice present on this device (can be
151 * more than the maximum value in the num_subslices[] array if some
169 * Maximum number of EUs per subslice (can be more than num_eu_per_subslice
217 unsigned max_vs_threads; /**< Maximum Vertex Shader threads */
218 unsigned max_tcs_threads; /**< Maximum Hull Shader threads */
219 unsigned max_tes_threads; /**< Maximum Domain Shader threads */
220 unsigned max_gs_threads; /**< Maximum Geometry Shader threads. */
222 * Theoretical maximum number of Pixel Shader threads.
228 * To calculate the maximum number of threads for Gfx8 beyond (which have
231 * - Look up 3DSTATE_PS and find "Maximum Number of Threads Per PSD"
239 * Maximum Compute Shader threads.
246 * Maximum number of threads per workgroup supported by the GPGPU_WALKER or
251 * expresses the total parallelism of the GPU, this expresses the maximum
257 * The maximum number of potential scratch ids. Due to hardware
282 * The maximum number of URB entries. See the 3DSTATE_URB_<XS> docs.
287 /* Maximum size in Kb that can be allocated to constants in the URB, this