On Mon, Oct 20, 2025 at 3:47 PM Rodrigo Siqueira <[email protected]> wrote:
>
> When using UMR, a dashboard is available that displays the CPC, CPF,
> CPG, TCP, and UTCL utilization. This commit introduces the meanings of
> those acronyms (and others) to the glossary to improve the comprehension
> of the UMR dashboard.
>
> Cc: Alex Deucher <[email protected]>
> Cc: Christian König <[email protected]>
> Cc: Timur Kristóf <[email protected]>
> Signed-off-by: Rodrigo Siqueira <[email protected]>
> ---
>  Documentation/gpu/amdgpu/amdgpu-glossary.rst | 21 ++++++++++++++++++++
>  1 file changed, 21 insertions(+)
>
> diff --git a/Documentation/gpu/amdgpu/amdgpu-glossary.rst 
> b/Documentation/gpu/amdgpu/amdgpu-glossary.rst
> index 30812d9d53c6..eb72e6f6d4f1 100644
> --- a/Documentation/gpu/amdgpu/amdgpu-glossary.rst
> +++ b/Documentation/gpu/amdgpu/amdgpu-glossary.rst
> @@ -30,6 +30,15 @@ we have a dedicated glossary for Display Core at
>      CP
>        Command Processor
>
> +    CPC
> +      Command Processor Compute
> +
> +    CPF
> +      Command Processor Fetch
> +
> +    CPG
> +      Command Processor Graphics
> +
>      CPLIB
>        Content Protection Library
>
> @@ -78,6 +87,9 @@ we have a dedicated glossary for Display Core at
>      GMC
>        Graphic Memory Controller
>
> +    GPR
> +      General Purpose Register
> +
>      GPUVM
>        GPU Virtual Memory.  This is the GPU's MMU.  The GPU supports multiple
>        virtual address spaces that can be in flight at any given time.  These
> @@ -92,6 +104,9 @@ we have a dedicated glossary for Display Core at
>        table for use by the kernel driver or into per process GPUVM page 
> tables
>        for application usage.
>
> +    GWS
> +      Global Wave Syncs
> +
>      IH
>        Interrupt Handler
>
> @@ -206,12 +221,18 @@ we have a dedicated glossary for Display Core at
>      TC
>        Texture Cache
>
> +    TCP (AMDGPU)
> +      Texture Cache Processing

I don't recall what the P stands for, but it might be worth calling
out that the texture cache (old name) is basically the path to memory
for shaders.  So it's not just related to textures.  The name is left
over from old designs where shader stages had different cache designs.

> +
>      TOC
>        Table of Contents
>
>      UMSCH
>        User Mode Scheduler
>
> +    UTCL
> +      Universal Texture Cache Line

I think the L is Level.  I.e., it's usually referenced as UTCL2 for
example.  Might want to drop the L?  I think the U might also be
Unified.

Alex

> +
>      UVD
>        Unified Video Decoder
>
> --
> 2.51.0
>

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