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1/*
2 * Copyright (c) 1998-2000 Apple Computer, Inc. All rights reserved.
3 *
4 * @APPLE_LICENSE_HEADER_START@
5 *
6 * The contents of this file constitute Original Code as defined in and
7 * are subject to the Apple Public Source License Version 1.1 (the
8 * "License"). You may not use this file except in compliance with the
9 * License. Please obtain a copy of the License at
10 * http://www.apple.com/publicsource and read it before using this file.
11 *
12 * This Original Code and all software distributed under the License are
13 * distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, EITHER
14 * EXPRESS OR IMPLIED, AND APPLE HEREBY DISCLAIMS ALL SUCH WARRANTIES,
15 * INCLUDING WITHOUT LIMITATION, ANY WARRANTIES OF MERCHANTABILITY,
16 * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT. Please see the
17 * License for the specific language governing rights and limitations
18 * under the License.
19 *
20 * @APPLE_LICENSE_HEADER_END@
21 */
22#include <IOKit/pwr_mgt/IOPM.h>
23
24struct IOPMPowerState
25{
26 unsigned long version; // version number of this struct
27IOPMPowerFlags capabilityFlags; // bits that describe (to interested drivers) the capability of the device in this state
28IOPMPowerFlags outputPowerCharacter; // description (to power domain children) of the power provided in this state
29IOPMPowerFlags inputPowerRequirement; // description (to power domain parent) of input power required in this state
30unsigned long staticPower; // average consumption in milliwatts
31unsigned long unbudgetedPower; // additional consumption from separate power supply (mw)
32unsigned long powerToAttain; // additional power to attain this state from next lower state (in mw)
33unsigned long timeToAttain; // time required to enter this state from next lower state (in microseconds)
34unsigned long settleUpTime; // settle time required after entering this state from next lower state (microseconds)
35unsigned long timeToLower; // time required to enter next lower state from this one (in microseconds)
36unsigned long settleDownTime; // settle time required after entering next lower state from this state (microseconds)
37unsigned long powerDomainBudget; // power in mw a domain in this state can deliver to its children
38};
39
40typedef struct IOPMPowerState IOPMPowerState;
41