NOTE: Currently the buffer creation/read/write are implemented by driver specified ioctls. So right now you can't find functions like "drm_gem_create" in kernel
sources.
And that's also why we need "dumb buffer" in drm's ioctls(dumb_create, dumb_destroy...)
The Graphics Execution Manager Part
of the Direct Rendering Manager ============================== Keith
Packard <keithp@keithp.com> Eric
Anholt <eric@anholt.net> 2008-5-9 Contents: 1.
GEM Overview 2.
API overview and conventions 3.
Object Creation/Destruction 4.
Reading/writing contents 5.
Mapping objects to userspace 6.
Memory Domains 7.
Execution (Intel specific) 8.
Other misc Intel-specific functions 1. Graphics Execution Manager Overview Gem is designed
to manage graphics memory, control access to the graphics device execution context and handle the essentially NUMA environment unique to modern graphics hardware. Gem allows multiple applications to share graphics device resources without the need to constantly reload the entire graphics card. Data may be shared between multiple applications with gem ensuring that the correct memory synchronization occurs. Graphics data can consume arbitrary amounts of memory, with 3D applications constructing ever larger sets of textures and vertices. With graphics cards memory space growing larger every year, and graphics APIs growing more complex, we can no longer insist that each application save a complete copy of their graphics state so that the card can be re-initialized from user space at each context switch .
Ensuring that graphics data remains persistent across context switches allows applications significant new functionality while also
improving performance for existing
APIs. Modern linux desktops include significant 3D rendering as a
fundemental component of the desktop image construction process. 2D and 3D applications paint their content to offscreen storage and the central 'compositing manager' constructs the final screen image from those
window contents. This means that pixel image data from these
applications must move within reach of the compositing manager and used as source
operands for screen
image rendering operations. Gem provides simple mechanisms to manage graphics data and control execution flow within the linux operating system. Using many existing kernel subsystems, it does this with
a modest amount of code. 2. API Overview and Conventions All APIs here are defined in terms
of ioctls appplied to the DRM file descriptor. To create and manipulate objects, an application must be 'authorized' using the
DRI or DRI2 protocols with the X server. To relax that, we will need to implement some better access control mechanisms within the hardware portion of the driver to prevent inappropriate cross-application data access. Any DRM driver which does not support GEM will return -ENODEV for all
of these ioctls. Invalid object handles return -EINVAL.
Invalid object names return -ENOENT.
Other errors are as documented in the
specific API below. To avoid the need to translate ioctl contents on mixed-size
systems (with 32-bit user space running on a
64-bit kernel), the ioctl data structures contain explicitly sized objects, using 64-bits for all
size and pointer data and 32-bits for identifiers.
In addition, the 64-bit objects are all carefully aligned on 64-bit
boundaries. Because of this ,
all pointers in the ioctl data structures are passed as uint64_t
values. Suitable casts will be necessary. One significant operation which is explicitly
left out of this API is object locking. Applications are expected to perform locking of shared objects outside of the GEM api. This kind of locking is not
necessary to safely manipulate the graphics engine, and with multiple objects interacting in unknown ways, per- object locking
would likely introduce all kinds of lock -order
issues. Punting this to
the application seems like the only sensible plan. Given that DRM already offers a global lock on the
hardware, this doesn't
change the current situation. 3. Object Creation and Destruction Gem provides explicit memory
management primitives. System pages are allocated when the object is created,
either as the
fundemental storage for hardware where system
memory is used by the
graphics processor directly, or as backing
store for graphics-processor
resident memory. Objects are referenced from user
space using handles.
These are, for all intents and purposes, equivalent to file descriptors. We could simply use file descriptors were it not for the
small limit (1024) of file descriptors available to applications, and for the
fact that the X server (a rather significant user of this API)
uses 'select' and
has a limited maximum file descriptor for that
operation. Given the ability to allocate more file descriptors, and given the ability to place these 'higher' in the
file descriptor space, we'd love to simply use file descriptors. Objects may be published with a name so that other applications can access them. The name remains valid as long as the object exists.
Right now, our DRI APIs use 32-bit integer names, so that's what we expose here<br> A.
Creation struct drm_gem_create
{ /** *
Requested size for the object. * *
The (page-aligned) allocated size for the object *
will be returned. */ uint64_t
size; /** *
Returned handle for the object. * *
Object handles are nonzero. */ uint32_t
handle; uint32_t
pad; }; /*
usage */ create.size
= 16384; ret
= ioctl (fd, DRM_IOCTL_GEM_CREATE, &create); if (ret
== 0) return create.handle; Note
that the size is rounded
up to a page boundary, and that the
rounded-up size is returned in 'size' .
No name is assigned
to this object ,
making it local to this process. If
insufficient memory is availabe,
-ENOMEM will be returned. B.
Closing struct drm_gem_close
{ /**
Handle of the object to be closed. */ uint32_t
handle; uint32_t
pad; }; /*
usage */ close.handle
= <handle>; ret
= ioctl (fd, DRM_IOCTL_GEM_CLOSE, &close); This
call makes the specified handle invalid, and if no
other applications
are using the object ,
any necessary graphics hardware synchronization is performed
and the resources used by the object released. C.
Naming struct drm_gem_flink
{ /**
Handle for the object being named */ uint32_t
handle; /**
Returned global name */ uint32_t
name; }; /*
usage */ flink.handle
= <handle>; ret
= ioctl (fd, DRM_IOCTL_GEM_FLINK, &flink); if (ret
== 0) return flink.name; Flink
creates a name for the object and
returns it to the application.
This name can be used by other
applications to gain access
to the same object . D.
Opening by name struct drm_gem_open
{ /**
Name of object being opened */ uint32_t
name; /**
Returned handle for the object */ uint32_t
handle; /**
Returned size of the object */ uint64_t
size; }; /*
usage */ open.name
= <name>; ret
= ioctl (fd, DRM_IOCTL_GEM_OPEN, &open); if (ret
== 0) { *sizep
= open.size; return open.handle; } Open
accesses an existing object and
returns a handle for it.
If the object doesn't
exist, -ENOENT is returned.
The size of the object is also
returned. This handle has all the same capabilities as the handle
used to create the object .
In particular, the object is not destroyed
until all handles are closed. 4. Basic read/write operations By default ,
gem objects are not mapped to the applications address space, getting data in and out of
them is done
with I/O operations instead. This allows the data to reside in otherwise
unmapped pages, including pages in video memory on an
attached discrete graphics card. In addition, using explicit I/O
operations allows better control over cache contents, as graphics devices are generally not cache coherent with the CPU, mapping pages used for graphics into an
application address space requires the use of expensive cache flushing operations. Providing direct control over graphics data access ensures that data are handled in the
most efficient possible fashion. A.
Reading struct drm_gem_pread
{ /**
Handle for the object being read. */ uint32_t
handle; uint32_t
pad; /**
Offset into the object to read from */ uint64_t
offset; /**
Length of data to read */ uint64_t
size; /**
Pointer to write the data into. */ uint64_t
data_ptr; /* void * */ }; This
copies data into the
specified object at
the specified position.
Any necessary graphics device synchronization and flushing
will be done automatically. struct drm_gem_pwrite
{ /**
Handle for the object being written to. */ uint32_t
handle; uint32_t
pad; /**
Offset into the object to write to */ uint64_t
offset; /**
Length of data to write */ uint64_t
size; /**
Pointer to read the data from. */ uint64_t
data_ptr; /* void * */ }; This
copies data out of
the specified object into the waiting
user memory. Again, device synchronization will be
handled by the
kernel to ensure user space sees a consistent
view of the graphics device. 5. Mapping objects to user space For most objects, reading/writing is the
preferred interaction mode. However, when the CPU is involved in rendering
to cover deficiencies in hardware support for particular
operations, the CPU will want to directly access the relevant objects. Because mmap is fairly
heavyweight, we allow applications to retain maps to objects persistently and then update how they're using the
memory through a separate interface .
Applications which fail to use this separate interface may exhibit unpredictable behaviour as memory
consistency will not be preserved. A.
Mapping struct drm_gem_mmap
{ /**
Handle for the object being mapped. */ uint32_t
handle; uint32_t
pad; /**
Offset in the object to map. */ uint64_t
offset; /** *
Length of data to map. * *
The value will be page-aligned. */ uint64_t
size; /**
Returned pointer the data was mapped at */ uint64_t
addr_ptr; /* void * */ }; /*
usage */ mmap.handle
= <handle>; mmap.offset
= <offset>; mmap.size
= <size>; ret
= ioctl (fd, DRM_IOCTL_GEM_MMAP, &mmap); if (ret
== 0) return ( void *)
(uintptr_t) mmap.addr_ptr; B.
Unmapping munmap
(addr, length); Nothing
strange here, just use the normal munmap syscall. 6. Memory Domains Graphics devices remain a strong bastion of non cache-coherent memory. As a result, accessing data through one functional unit will end up loading that cache with data which then needs to be manually synchronized when that data is used
with another functional unit. Tracking where data
are resident is done by identifying
how functional units deal with caches. Each cache is labeled as a
separate memory domain. Then, each sequence of operations is expected
to load data into various
read domains and leave data in at
most one write domain. Gem tracks the read and write memory domains of each object and
performs the necessary synchronization operations when objects move from one
domain set to
another. For example, if operation 'A' constructs
an image that is immediately
used by operation 'B' ,
then when the read domain for 'B' is not
the same as the write domain for 'A' ,
then the write domain must be flushed, and the read domain invalidated. If these two operations are both executed in the
same command queue, then the flush operation can go inbetween them in the
same queue, avoiding any kind of CPU-based synchronization and leaving the GPU to do the
work itself. 6.1 Memory Domains (GPU-independent) *
DRM_GEM_DOMAIN_CPU. Objects in this domain
are using caches
which are connected to the CPU. Moving
objects from non-CPU
domains into the
CPU domain can involve waiting for the
GPU to finish with operations using this object .
Moving objects from this domain
to a GPU domain can involve flushing CPU caches and chipset buffers. 6.1 GPU-independent memory domain ioctl This ioctl is independent
of the GPU in use.
So far, no use other than synchronizing objects to the CPU domain have been found; if that
turns out to be generally true , this ioctl
may be simplified further. A.
Explicit domain control struct drm_gem_set_domain
{ /**
Handle for the object */ uint32_t
handle; /**
New read domains */ uint32_t
read_domains; /**
New write domain */ uint32_t
write_domain; }; /*
usage */ set_domain.handle
= <handle>; set_domain.read_domains
= <read_domains>; set_domain.write_domain
= <write_domain>; ret
= ioctl (fd, DRM_IOCTL_GEM_SET_DOMAIN, &set_domain); When
the application wants to explicitly manage memory domains for an object ,
it can use this function.
Usually, this is only
used when
the application wants to synchronize object contents
between the
GPU and CPU-based application rendering. In that case , the
<read_domains> would be set to
DRM_GEM_DOMAIN_CPU, and if the application
were going to write to the object ,
the <write_domain> would
also be set to
DRM_GEM_DOMAIN_CPU. After the call, gem guarantees
that all previous rendering operations involving this object are
complete. The application is then
free to access the object through
the address returned by the
mmap call. Afterwards, when
the application again uses the object through
the GPU, any necessary
CPU flushing will occur and the object will
be correctly synchronized
with the GPU. Note
that this synchronization is not
required for any
accesses going
through the driver itself. The pread, pwrite and execbuffer ioctls
all perform the necessary domain management internally. Explicit
synchronization is only
necessary when accessing the object through
the mmap'd address. 7. Execution (Intel specific) Managing the command buffers is inherently
chip-specific, so the core of gem doesn't have any intrinsic functions. Rather, execution is left
to the device-specific portions of the driver. The Intel DRM_I915_GEM_EXECBUFFER ioctl takes a list of gem objects, all of which are mapped to the graphics device. The last object in the
list is the command buffer. 7.1. Relocations Command buffers often refer to other objects, and to allow the kernel driver to move objects around, a sequence of relocations is associated
with each object .
Device-specific relocation operations are used to place the target- object relative
value into the object . The Intel driver has a single relocation type: struct drm_i915_gem_relocation_entry
{ /** *
Handle of the buffer being pointed to by this *
relocation entry. * *
It's appealing to make this be an index into the *
mm_validate_entry list to refer to the buffer, *
but this allows the driver to create a relocation *
list for state buffers and not re-write it per *
exec using the buffer. */ uint32_t
target_handle; /** *
Value to be added to the offset of the target *
buffer to make up the relocation entry. */ uint32_t
delta; /** *
Offset in the buffer the relocation entry will be *
written into */ uint64_t
offset; /** *
Offset value of the target buffer that the *
relocation entry was last written as. * *
If the buffer has the same offset as last time, we *
can skip syncing and writing the relocation. This *
value is written back out by the execbuffer ioctl *
when the relocation is written. */ uint64_t
presumed_offset; /** *
Target memory domains read by this operation. */ uint32_t
read_domains; /* *
Target memory domains written by this operation. * *
Note that only one domain may be written by the *
whole execbuffer operation, so that where there are *
conflicts, the application will get -EINVAL back. */ uint32_t
write_domain; }; 'target_handle' ,
the handle to the target object .
This object must be
one of the objects listed in the
execbuffer request or bad
things will happen. The kernel doesn't check for this . 'offset' is where , in the
source object ,
the relocation data are
written. Each relocation value is a
32-bit value consisting of
the location of the target object in the
GPU memory space plus the 'delta' value
included in the
relocation. 'presumed_offset' is where user-space
believes the target object lies in GPU
memory space. If this value
matches where the object actually is ,
then no relocation data are written, the kernel assumes
that user space has set up
data in the
source object using this presumption.
This offers a fairly important optimization as writing
relocation data requires mapping of the source object into the
kernel memory space. 'read_domains' and 'write_domains' list
the usage by the
source object of
the target object .
The kernel unions all of the domain information from all
relocations in the
execbuffer request. No more than
one write_domain is allowed,
otherwise an EINVAL error is returned.
read_domains must contain write_domain. This domain information is used
to synchronize buffer contents as described above in the
section on domains. 7.1.1 Memory Domains (Intel specific) The Intel GPU has several internal caches
which are not coherent and hence require explicit synchronization.
Memory domains provide the necessary data to synchronize what is needed while leaving
other cache contents intact. *
DRM_GEM_DOMAIN_I915_RENDER. The
GPU 3D and 2D rendering operations use a unified rendering cache, so operations
doing 3D painting and 2D blts will use this domain *
DRM_GEM_DOMAIN_I915_SAMPLER Textures
are loaded by the
sampler through a separate cache, so any
texture reading will use this domain.
Note that the sampler and
renderer use different caches, so moving an object from render
target to
texture source will require a domain transfer. *
DRM_GEM_DOMAIN_I915_COMMAND The
command buffer doesn't have an explicit cache
(although it does read
ahead quite a bit), so this domain
just indicates that the object needs
to be flushed to the GPU. *
DRM_GEM_DOMAIN_I915_INSTRUCTION All
of the programs on Gen4
and later chips use an instruction cache to speed
program execution. It must be explicitly flushed when new programs are
written to memory by the
CPU. *
DRM_GEM_DOMAIN_I915_VERTEX Vertex
data uses two different vertex caches, but they're both
flushed with the same instruction. 7.2 Execution object list
(Intel specific) struct drm_i915_gem_exec_object
{ /** *
User's handle for a buffer to be bound into the GTT *
for this operation. */ uint32_t
handle; /** *
List of relocations to be performed on this buffer */ uint32_t
relocation_count; /*
struct drm_i915_gem_relocation_entry *relocs */ uint64_t
relocs_ptr; /** *
Required alignment in graphics aperture */ uint64_t
alignment; /** *
Returned value of the updated offset of the object, *
for future presumed_offset writes. */ uint64_t
offset; }; Each object involved in a
particular execution operation must be listed using one
of these structures. 'handle' references
the object . 'relocs_ptr' is a
user-mode pointer to a array of 'relocation_count' drm_i915_gem_relocation_entry
structs (see above) that define
the relocations necessary in this buffer.
Note that all relocations
must reference other exec_object structures in the
same execbuffer
ioctl and that those other buffers must come earlier in the
exec_object array. In other words, the dependencies mapped by the exec_object
relocations must form a directed acyclic graph. 'alignment' is the byte alignment
necessary for this buffer.
Each object has
specific alignment requirements, as the
kernel doesn't know
what each object is being
used for ,
those requirements must be provided by user
mode. If an object is used in two
different ways, it's
quite possible that the alignment requirements will differ. 'offset' is a return value,
receiving the location of the object during this execbuffer
operation. The application should use this as the
presumed offset in future
operations; if the object does
not move,
then kernel need not write relocation data. 7.3 Execbuffer ioctl (Intel specific) struct drm_i915_gem_execbuffer
{ /** *
List of buffers to be validated with their *
relocations to be performend on them. * *
These buffers must be listed in an order such that *
all relocations a buffer is performing refer to *
buffers that have already appeared in the validate *
list. */ /*
struct drm_i915_gem_validate_entry *buffers */ uint64_t
buffers_ptr; uint32_t
buffer_count; /** *
Offset in the batchbuffer to start execution from. */ uint32_t
batch_start_offset; /** *
Bytes used in batchbuffer from batch_start_offset */ uint32_t
batch_len; uint32_t
DR1; uint32_t
DR4; uint32_t
num_cliprects; uint64_t
cliprects_ptr; /* struct drm_clip_rect *cliprects */ }; 'buffers_ptr' is a
user-mode pointer to an array of 'buffer_count' drm_i915_gem_exec_object
structures which contains the complete set of
objects required for this execbuffer
operation. The last entry in this array,
the 'batch buffer' , is the
buffer of commands which will be
linked to the ring and executed. 'batch_start_offset' is the byte offset
within the batch buffer which contains
the first command to execute. So far, we haven't found a reason
to use anything other than '0' here,
but the thought was that some
space might be allocated for additional
initialization which could
be skipped in some
cases. This must be a multiple of 4. 'batch_len' is the
length, in bytes,
of the data to be executed (i.e.,
the amount of data after batch_start_offset). This must be
a multiple of 4. 'num_cliprects' and 'cliprects_ptr' reference
an array of drm_clip_rect
structures that is num_cliprects long .
The entire batch
buffer will be executed multiple times, once for each rectangle in this list.
If num_cliprects is 0,
then no clipping rectangle
will be set . 'DR1' and 'DR4' are
portions of the 3DSTATE_DRAWING_RECTANGLE command
which will be queued when this operation is clipped (num_cliprects
!= 0). DR1
bit definition 31
Fast Scissor Clip Disable (debug only). Disables
a hardware optimization that improves
performance. This should have no
visible effect, other than reducing performance 30
Depth Buffer Coordinate Offset Disable. This
disables the addition of the depth
buffer offset bits which are used to
change the location of the depth buffer relative
to the front buffer. 27:26
X Dither Offset. Specifies the X pixel offset
to use when accessing the dither table 25:24
Y Dither Offset. Specifies the Y pixel offset
to use when accessing the dither table. DR4
bit definition 31:16
Drawing Rectangle Origin Y. Specifies the Y origin
of coordinates relative to the draw
buffer. 15:0
Drawing Rectangle Origin X. Specifies the X origin
of coordinates relative to the draw
buffer. As
you can see, these two fields are necessary for correctly offsetting
drawing within a buffer which contains multiple surfaces. Note
that DR1 is only
used on Gen3
and earlier hardware and that newer
hardware sticks the dither offset elsewhere. 7.3.1 Detailed Execution Description Execution
of a single batch buffer requires several preparatory steps
to make the objects visible to the graphics engine and resolve relocations
to account for their
current addresses. A.
Mapping and Relocation Each
exec_object structure in the
array is examined in turn. If
the object is not
already bound to the GTT, it is assigned
a location in the
graphics address space. If no space is available in the
GTT, some other object will
be evicted. This may require waiting for previous
execbuffer requests to complete before that object can be
unmapped. With the location assigned, the pages for the object are
pinned in memory using find_or_create_page
and the GTT entries updated
to point at the relevant pages using drm_agp_bind_pages. Then
the array of relocations is traversed.
Each relocation record looks
up the target object and, if the
presumed offset does not match
the current offset (remember that this buffer
has already been assigned
an address as it
must have been mapped earlier), the relocation
value is computed using the
current offset. If the object is currently in use by the
graphics engine, writing the data out must
be preceeded by a
delay while the object is still
busy. Once
it is idle,
then the page containing the relocation is mapped by the
CPU and the updated relocation data written out . The
read_domains and write_domain entries in each
relocation are used
to compute the new read_domains
and write_domain values for the target
buffers. The actual execution of the domain changes must wait until
all of the exec_object entries have been evaluated as the complete set of
domain information will not be available until then. B.
Memory Domain Resolution After
all of the new memory
domain data has been pulled out of
the relocations
and computed for each object ,
the list of objects is again
traversed and the new memory
domains compared against the current
memory domains. There are two basic operations involved here: *
Flushing the current write domain. If the new read
domains are
not equal to the current write domain, then the current write
domain must be flushed. Otherwise, reads will not see data present in the
write domain cache. In addition, any new read
domains other
than the current write domain must be invalidated to ensure that
the flushed data are re-read into their
caches. *
Invaliding new read
domains. Any domains which were not currently used for this object must
be invalidated as old
objects which were
mapped at the same location may have stale data in the new domain
caches. If
the CPU cache is being
invalidated and some GPU cache is being flushed,
then we'll have to wait for rendering
to complete so that any
pending GPU writes will be complete before we flush the GPU cache. If
the CPU cache is being
flushed, then we use 'clflush' to get data written from the
CPU. Because
the GPU caches cannot be partially flushed or invalidated, we
don't actually flush them during this traversal
stage. Rather, we gather
the invalidate and flush bits up in the
device structure. Once
all of the object domain
changes have been evaluated, then the gathered
invalidate and flush bits are examined. For any GPU flush operations,
we emit a single MI_FLUSH command that performs all of the
necessary flushes. We then look to see if the
CPU cache was flushed.
If so, we use the chipset flush magic (writing to a special page)
to get the
data out of
the chipset and into memory. C.
Queuing Batch Buffer to the Ring With
all of the objects resident in graphics
memory space, and all of
the caches prepared with appropriate data, the batch buffer object can
be queued to the ring. If there are clip rectangles, then the
buffer is queued
once per rectangle, with suitable clipping inserted into the
ring just before the batch buffer. D.
Creating an IRQ Cookie Right
after the batch buffer is placed in the
ring, a request to generate
an IRQ is added
to the ring along with a command to write a marker into memory.
When the IRQ fires, the driver can look at the memory
location to see where in the
ring the GPU has passed. This magic
cookie value is stored in each object used in this execbuffer command;
it is used
whereever you saw 'wait for rendering' above in this document. E.
Writing back the new object offsets So
that the application has a better idea what to use for 'presumed_offset' values
later, the current object offsets
are written
back to the exec_object structures. 8. Other misc Intel-specific functions. To complete the driver, a few other functions were necessary. 8.1 Initialization from the
X server As the X server is currently
responsible for apportioning
memory between 2D and 3D, it must tell the kernel which region of the GTT aperture is available for 3D
objects to be mapped into . struct drm_i915_gem_init
{ /** *
Beginning offset in the GTT to be managed by the *
DRM memory manager. */ uint64_t
gtt_start; /** *
Ending offset in the GTT to be managed by the DRM *
memory manager. */ uint64_t
gtt_end; }; /*
usage */ init.gtt_start
= <gtt_start>; init.gtt_end
= <gtt_end>; ret
= ioctl (fd, DRM_IOCTL_I915_GEM_INIT, &init); The
GTT aperture between gtt_start and gtt_end will be used to map objects.
This also tells the kernel that the ring can be used, pulling
the ring addresses from the
device registers. 8.2 Pinning objects in the
GTT For scan- out buffers
and the current shared depth and back buffers, we need to have them always available in the
GTT, at least for now.
Pinning means to lock their
pages in memory
along with keeping them at a fixed offset in the graphics aperture. These operations are available only to root. struct drm_i915_gem_pin
{ /**
Handle of the buffer to be pinned. */ uint32_t
handle; uint32_t
pad; /**
alignment required within the aperture */ uint64_t
alignment; /**
Returned GTT offset of the buffer. */ uint64_t
offset; }; /*
usage */ pin.handle
= <handle>; pin.alignment
= <alignment>; ret
= ioctl (fd, DRM_IOCTL_I915_GEM_PIN, &pin); if (ret
== 0) return pin.offset; Pinning
an object ensures
that it will not be evicted from the
GTT or
moved. It will stay resident until destroyed or unpinned. struct drm_i915_gem_unpin
{ /**
Handle of the buffer to be unpinned. */ uint32_t
handle; uint32_t
pad; }; /*
usage */ unpin.handle
= <handle>; ret
= ioctl (fd, DRM_IOCTL_I915_GEM_UNPIN, &unpin); Unpinning
an object makes
it possible to evict this object from the GTT.
It doesn't ensure that it will be evicted, just that it may. |