linux/include/media/media-entity.h

542 lines
17 KiB
C
Raw Normal View History

[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
/*
* Media entity
*
* Copyright (C) 2010 Nokia Corporation
*
* Contacts: Laurent Pinchart <laurent.pinchart@ideasonboard.com>
* Sakari Ailus <sakari.ailus@iki.fi>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _MEDIA_ENTITY_H
#define _MEDIA_ENTITY_H
#include <linux/bitops.h>
#include <linux/kernel.h>
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
#include <linux/list.h>
#include <linux/media.h>
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
/* Enums used internally at the media controller to represent graphs */
/**
* enum media_gobj_type - type of a graph object
*
* @MEDIA_GRAPH_ENTITY: Identify a media entity
* @MEDIA_GRAPH_PAD: Identify a media pad
* @MEDIA_GRAPH_LINK: Identify a media link
* @MEDIA_GRAPH_INTF_DEVNODE: Identify a media Kernel API interface via
* a device node
*/
enum media_gobj_type {
MEDIA_GRAPH_ENTITY,
MEDIA_GRAPH_PAD,
MEDIA_GRAPH_LINK,
MEDIA_GRAPH_INTF_DEVNODE,
};
#define MEDIA_BITS_PER_TYPE 8
#define MEDIA_BITS_PER_LOCAL_ID (32 - MEDIA_BITS_PER_TYPE)
#define MEDIA_LOCAL_ID_MASK GENMASK(MEDIA_BITS_PER_LOCAL_ID - 1, 0)
/* Structs to represent the objects that belong to a media graph */
/**
* struct media_gobj - Define a graph object.
*
* @mdev: Pointer to the struct media_device that owns the object
* @id: Non-zero object ID identifier. The ID should be unique
* inside a media_device, as it is composed by
* MEDIA_BITS_PER_TYPE to store the type plus
* MEDIA_BITS_PER_LOCAL_ID to store a per-type ID
* (called as "local ID").
* @list: List entry stored in one of the per-type mdev object lists
*
* All objects on the media graph should have this struct embedded
*/
struct media_gobj {
struct media_device *mdev;
u32 id;
struct list_head list;
};
struct media_pipeline {
};
/**
* struct media_link - A link object part of a media graph.
*
* @graph_obj: Embedded structure containing the media object common data
* @list: Linked list associated with an entity or an interface that
* owns the link.
* @gobj0: Part of a union. Used to get the pointer for the first
* graph_object of the link.
* @source: Part of a union. Used only if the first object (gobj0) is
* a pad. In that case, it represents the source pad.
* @intf: Part of a union. Used only if the first object (gobj0) is
* an interface.
* @gobj1: Part of a union. Used to get the pointer for the second
* graph_object of the link.
* @source: Part of a union. Used only if the second object (gobj1) is
* a pad. In that case, it represents the sink pad.
* @entity: Part of a union. Used only if the second object (gobj1) is
* an entity.
* @reverse: Pointer to the link for the reverse direction of a pad to pad
* link.
* @flags: Link flags, as defined in uapi/media.h (MEDIA_LNK_FL_*)
* @is_backlink: Indicate if the link is a backlink.
*/
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
struct media_link {
struct media_gobj graph_obj;
[media] media: convert links from array to list The entire logic that represent graph links were developed on a time where there were no needs to dynamic remove links. So, although links are created/removed one by one via some functions, they're stored as an array inside the entity struct. As the array may grow, there's a logic inside the code that checks if the amount of space is not enough to store the needed links. If it isn't the core uses krealloc() to change the size of the link, with is bad, as it leaves the memory fragmented. So, convert links into a list. Also, currently, both source and sink entities need the link at the graph traversal logic inside media_entity. So there's a logic duplicating all links. That makes it to spend twice the memory needed. This is not a big deal for today's usage, where the number of links are not big. Yet, if during the MC workshop discussions, it was said that IIO graphs could have up to 4,000 entities. So, we may want to remove the duplication on some future. The problem is that it would require a separate linked list to store the backlinks inside the entity, or to use a more complex algorithm to do graph backlink traversal, with is something that the current graph traversal inside the core can't cope with. So, let's postpone a such change if/when it is actually needed. It should also be noticed that the media_link structure uses 44 bytes on 32-bit architectures and 84 bytes on 64-bit architecture. It will thus be allocated out of the 64-bytes and 96-bytes pools respectively. That's a 12.5% memory waste on 64-bit architectures and 31.25% on 32-bit architecture. A linked list is less efficient than an array in this case, but this could later be optimized if we can get rid of the reverse links (with would reduce memory allocation by 50%). Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-08-07 09:55:40 +00:00
struct list_head list;
union {
struct media_gobj *gobj0;
struct media_pad *source;
struct media_interface *intf;
};
union {
struct media_gobj *gobj1;
struct media_pad *sink;
struct media_entity *entity;
};
struct media_link *reverse;
unsigned long flags;
bool is_backlink;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
};
/**
* struct media_pad - A media pad graph object.
*
* @graph_obj: Embedded structure containing the media object common data
* @entity: Entity this pad belongs to
* @index: Pad index in the entity pads array, numbered from 0 to n
* @flags: Pad flags, as defined in uapi/media.h (MEDIA_PAD_FL_*)
*/
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
struct media_pad {
struct media_gobj graph_obj; /* must be first field in struct */
struct media_entity *entity;
u16 index;
unsigned long flags;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
};
/**
* struct media_entity_operations - Media entity operations
* @link_setup: Notify the entity of link changes. The operation can
* return an error, in which case link setup will be
* cancelled. Optional.
* @link_validate: Return whether a link is valid from the entity point of
* view. The media_entity_pipeline_start() function
* validates all links by calling this operation. Optional.
*/
struct media_entity_operations {
int (*link_setup)(struct media_entity *entity,
const struct media_pad *local,
const struct media_pad *remote, u32 flags);
int (*link_validate)(struct media_link *link);
};
/**
* struct media_entity - A media entity graph object.
*
* @graph_obj: Embedded structure containing the media object common data.
* @name: Entity name.
* @function: Entity main function, as defined in uapi/media.h
* (MEDIA_ENT_F_*)
* @flags: Entity flags, as defined in uapi/media.h (MEDIA_ENT_FL_*)
* @num_pads: Number of sink and source pads.
* @num_links: Total number of links, forward and back, enabled and disabled.
* @num_backlinks: Number of backlinks
* @pads: Pads array with the size defined by @num_pads.
* @links: List of data links.
* @ops: Entity operations.
* @stream_count: Stream count for the entity.
* @use_count: Use count for the entity.
* @pipe: Pipeline this entity belongs to.
* @info: Union with devnode information. Kept just for backward
* compatibility.
* @major: Devnode major number (zero if not applicable). Kept just
* for backward compatibility.
* @minor: Devnode minor number (zero if not applicable). Kept just
* for backward compatibility.
*
* NOTE: @stream_count and @use_count reference counts must never be
* negative, but are signed integers on purpose: a simple WARN_ON(<0) check
* can be used to detect reference count bugs that would make them negative.
*/
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
struct media_entity {
struct media_gobj graph_obj; /* must be first field in struct */
const char *name;
u32 function;
unsigned long flags;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
u16 num_pads;
u16 num_links;
u16 num_backlinks;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
struct media_pad *pads;
struct list_head links;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
const struct media_entity_operations *ops;
/* Reference counts must never be negative, but are signed integers on
* purpose: a simple WARN_ON(<0) check can be used to detect reference
* count bugs that would make them negative.
*/
int stream_count;
int use_count;
struct media_pipeline *pipe;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
union {
struct {
u32 major;
u32 minor;
} dev;
} info;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
};
/**
* struct media_interface - A media interface graph object.
*
* @graph_obj: embedded graph object
* @links: List of links pointing to graph entities
* @type: Type of the interface as defined in the
* uapi/media/media.h header, e. g.
* MEDIA_INTF_T_*
* @flags: Interface flags as defined in uapi/media/media.h
*/
struct media_interface {
struct media_gobj graph_obj;
struct list_head links;
u32 type;
u32 flags;
};
/**
* struct media_intf_devnode - A media interface via a device node.
*
* @intf: embedded interface object
* @major: Major number of a device node
* @minor: Minor number of a device node
*/
struct media_intf_devnode {
struct media_interface intf;
/* Should match the fields at media_v2_intf_devnode */
u32 major;
u32 minor;
};
static inline u32 media_entity_id(struct media_entity *entity)
{
return entity->graph_obj.id;
}
static inline enum media_gobj_type media_type(struct media_gobj *gobj)
{
return gobj->id >> MEDIA_BITS_PER_LOCAL_ID;
}
static inline u32 media_localid(struct media_gobj *gobj)
{
return gobj->id & MEDIA_LOCAL_ID_MASK;
}
static inline u32 media_gobj_gen_id(enum media_gobj_type type, u32 local_id)
{
u32 id;
id = type << MEDIA_BITS_PER_LOCAL_ID;
id |= local_id & MEDIA_LOCAL_ID_MASK;
return id;
}
static inline bool is_media_entity_v4l2_io(struct media_entity *entity)
{
if (!entity)
return false;
switch (entity->function) {
[media] uapi/media.h: Rename entities types to functions Rename the userspace types from MEDIA_ENT_T_ to MEDIA_ENT_F_ and add the backward compatibility bits. The changes at the .c files was generated by the following coccinelle script: @@ @@ -MEDIA_ENT_T_UNKNOWN +MEDIA_ENT_F_UNKNOWN @@ @@ -MEDIA_ENT_T_DVB_BASE +MEDIA_ENT_F_DVB_BASE @@ @@ -MEDIA_ENT_T_V4L2_BASE +MEDIA_ENT_F_V4L2_BASE @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_BASE +MEDIA_ENT_F_V4L2_SUBDEV_BASE @@ @@ -MEDIA_ENT_T_CONNECTOR_BASE +MEDIA_ENT_F_CONNECTOR_BASE @@ @@ -MEDIA_ENT_T_V4L2_VIDEO +MEDIA_ENT_F_IO_V4L @@ @@ -MEDIA_ENT_T_V4L2_VBI +MEDIA_ENT_F_IO_VBI @@ @@ -MEDIA_ENT_T_V4L2_SWRADIO +MEDIA_ENT_F_IO_SWRADIO @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_UNKNOWN +MEDIA_ENT_F_V4L2_SUBDEV_UNKNOWN @@ @@ -MEDIA_ENT_T_CONN_RF +MEDIA_ENT_F_CONN_RF @@ @@ -MEDIA_ENT_T_CONN_SVIDEO +MEDIA_ENT_F_CONN_SVIDEO @@ @@ -MEDIA_ENT_T_CONN_COMPOSITE +MEDIA_ENT_F_CONN_COMPOSITE @@ @@ -MEDIA_ENT_T_CONN_TEST +MEDIA_ENT_F_CONN_TEST @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_SENSOR +MEDIA_ENT_F_CAM_SENSOR @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_FLASH +MEDIA_ENT_F_FLASH @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_LENS +MEDIA_ENT_F_LENS @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_DECODER +MEDIA_ENT_F_ATV_DECODER @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_TUNER +MEDIA_ENT_F_TUNER @@ @@ -MEDIA_ENT_T_DVB_DEMOD +MEDIA_ENT_F_DTV_DEMOD @@ @@ -MEDIA_ENT_T_DVB_DEMUX +MEDIA_ENT_F_TS_DEMUX @@ @@ -MEDIA_ENT_T_DVB_TSOUT +MEDIA_ENT_F_IO_DTV @@ @@ -MEDIA_ENT_T_DVB_CA +MEDIA_ENT_F_DTV_CA @@ @@ -MEDIA_ENT_T_DVB_NET_DECAP +MEDIA_ENT_F_DTV_NET_DECAP Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-12-10 19:25:41 +00:00
case MEDIA_ENT_F_IO_V4L:
case MEDIA_ENT_F_IO_VBI:
case MEDIA_ENT_F_IO_SWRADIO:
return true;
default:
return false;
}
}
static inline bool is_media_entity_v4l2_subdev(struct media_entity *entity)
{
if (!entity)
return false;
switch (entity->function) {
[media] uapi/media.h: Rename entities types to functions Rename the userspace types from MEDIA_ENT_T_ to MEDIA_ENT_F_ and add the backward compatibility bits. The changes at the .c files was generated by the following coccinelle script: @@ @@ -MEDIA_ENT_T_UNKNOWN +MEDIA_ENT_F_UNKNOWN @@ @@ -MEDIA_ENT_T_DVB_BASE +MEDIA_ENT_F_DVB_BASE @@ @@ -MEDIA_ENT_T_V4L2_BASE +MEDIA_ENT_F_V4L2_BASE @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_BASE +MEDIA_ENT_F_V4L2_SUBDEV_BASE @@ @@ -MEDIA_ENT_T_CONNECTOR_BASE +MEDIA_ENT_F_CONNECTOR_BASE @@ @@ -MEDIA_ENT_T_V4L2_VIDEO +MEDIA_ENT_F_IO_V4L @@ @@ -MEDIA_ENT_T_V4L2_VBI +MEDIA_ENT_F_IO_VBI @@ @@ -MEDIA_ENT_T_V4L2_SWRADIO +MEDIA_ENT_F_IO_SWRADIO @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_UNKNOWN +MEDIA_ENT_F_V4L2_SUBDEV_UNKNOWN @@ @@ -MEDIA_ENT_T_CONN_RF +MEDIA_ENT_F_CONN_RF @@ @@ -MEDIA_ENT_T_CONN_SVIDEO +MEDIA_ENT_F_CONN_SVIDEO @@ @@ -MEDIA_ENT_T_CONN_COMPOSITE +MEDIA_ENT_F_CONN_COMPOSITE @@ @@ -MEDIA_ENT_T_CONN_TEST +MEDIA_ENT_F_CONN_TEST @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_SENSOR +MEDIA_ENT_F_CAM_SENSOR @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_FLASH +MEDIA_ENT_F_FLASH @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_LENS +MEDIA_ENT_F_LENS @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_DECODER +MEDIA_ENT_F_ATV_DECODER @@ @@ -MEDIA_ENT_T_V4L2_SUBDEV_TUNER +MEDIA_ENT_F_TUNER @@ @@ -MEDIA_ENT_T_DVB_DEMOD +MEDIA_ENT_F_DTV_DEMOD @@ @@ -MEDIA_ENT_T_DVB_DEMUX +MEDIA_ENT_F_TS_DEMUX @@ @@ -MEDIA_ENT_T_DVB_TSOUT +MEDIA_ENT_F_IO_DTV @@ @@ -MEDIA_ENT_T_DVB_CA +MEDIA_ENT_F_DTV_CA @@ @@ -MEDIA_ENT_T_DVB_NET_DECAP +MEDIA_ENT_F_DTV_NET_DECAP Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-12-10 19:25:41 +00:00
case MEDIA_ENT_F_V4L2_SUBDEV_UNKNOWN:
case MEDIA_ENT_F_CAM_SENSOR:
case MEDIA_ENT_F_FLASH:
case MEDIA_ENT_F_LENS:
case MEDIA_ENT_F_ATV_DECODER:
case MEDIA_ENT_F_TUNER:
return true;
default:
return false;
}
}
#define MEDIA_ENTITY_ENUM_MAX_DEPTH 16
#define MEDIA_ENTITY_ENUM_MAX_ID 64
/*
* The number of pads can't be bigger than the number of entities,
* as the worse-case scenario is to have one entity linked up to
* MEDIA_ENTITY_ENUM_MAX_ID - 1 entities.
*/
#define MEDIA_ENTITY_MAX_PADS (MEDIA_ENTITY_ENUM_MAX_ID - 1)
struct media_entity_graph {
struct {
struct media_entity *entity;
[media] media: convert links from array to list The entire logic that represent graph links were developed on a time where there were no needs to dynamic remove links. So, although links are created/removed one by one via some functions, they're stored as an array inside the entity struct. As the array may grow, there's a logic inside the code that checks if the amount of space is not enough to store the needed links. If it isn't the core uses krealloc() to change the size of the link, with is bad, as it leaves the memory fragmented. So, convert links into a list. Also, currently, both source and sink entities need the link at the graph traversal logic inside media_entity. So there's a logic duplicating all links. That makes it to spend twice the memory needed. This is not a big deal for today's usage, where the number of links are not big. Yet, if during the MC workshop discussions, it was said that IIO graphs could have up to 4,000 entities. So, we may want to remove the duplication on some future. The problem is that it would require a separate linked list to store the backlinks inside the entity, or to use a more complex algorithm to do graph backlink traversal, with is something that the current graph traversal inside the core can't cope with. So, let's postpone a such change if/when it is actually needed. It should also be noticed that the media_link structure uses 44 bytes on 32-bit architectures and 84 bytes on 64-bit architecture. It will thus be allocated out of the 64-bytes and 96-bytes pools respectively. That's a 12.5% memory waste on 64-bit architectures and 31.25% on 32-bit architecture. A linked list is less efficient than an array in this case, but this could later be optimized if we can get rid of the reverse links (with would reduce memory allocation by 50%). Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-08-07 09:55:40 +00:00
struct list_head *link;
} stack[MEDIA_ENTITY_ENUM_MAX_DEPTH];
DECLARE_BITMAP(entities, MEDIA_ENTITY_ENUM_MAX_ID);
int top;
};
#define gobj_to_entity(gobj) \
container_of(gobj, struct media_entity, graph_obj)
#define gobj_to_pad(gobj) \
container_of(gobj, struct media_pad, graph_obj)
#define gobj_to_link(gobj) \
container_of(gobj, struct media_link, graph_obj)
#define gobj_to_link(gobj) \
container_of(gobj, struct media_link, graph_obj)
#define gobj_to_pad(gobj) \
container_of(gobj, struct media_pad, graph_obj)
#define gobj_to_intf(gobj) \
container_of(gobj, struct media_interface, graph_obj)
#define intf_to_devnode(intf) \
container_of(intf, struct media_intf_devnode, intf)
void media_gobj_create(struct media_device *mdev,
enum media_gobj_type type,
struct media_gobj *gobj);
void media_gobj_destroy(struct media_gobj *gobj);
/**
* media_entity_pads_init() - Initialize the entity pads
*
* @entity: entity where the pads belong
* @num_pads: number of pads to be initialized
* @pads: pads array
*
* If no pads are needed, drivers could either directly fill
* &media_entity->@num_pads with 0 and &media_entity->@pads with NULL or call
* this function that will do the same.
*
* As the number of pads is known in advance, the pads array is not allocated
* dynamically but is managed by the entity driver. Most drivers will embed the
* pads array in a driver-specific structure, avoiding dynamic allocation.
*
* Drivers must set the direction of every pad in the pads array before calling
* media_entity_pads_init(). The function will initialize the other pads fields.
*/
int media_entity_pads_init(struct media_entity *entity, u16 num_pads,
[media] media: convert links from array to list The entire logic that represent graph links were developed on a time where there were no needs to dynamic remove links. So, although links are created/removed one by one via some functions, they're stored as an array inside the entity struct. As the array may grow, there's a logic inside the code that checks if the amount of space is not enough to store the needed links. If it isn't the core uses krealloc() to change the size of the link, with is bad, as it leaves the memory fragmented. So, convert links into a list. Also, currently, both source and sink entities need the link at the graph traversal logic inside media_entity. So there's a logic duplicating all links. That makes it to spend twice the memory needed. This is not a big deal for today's usage, where the number of links are not big. Yet, if during the MC workshop discussions, it was said that IIO graphs could have up to 4,000 entities. So, we may want to remove the duplication on some future. The problem is that it would require a separate linked list to store the backlinks inside the entity, or to use a more complex algorithm to do graph backlink traversal, with is something that the current graph traversal inside the core can't cope with. So, let's postpone a such change if/when it is actually needed. It should also be noticed that the media_link structure uses 44 bytes on 32-bit architectures and 84 bytes on 64-bit architecture. It will thus be allocated out of the 64-bytes and 96-bytes pools respectively. That's a 12.5% memory waste on 64-bit architectures and 31.25% on 32-bit architecture. A linked list is less efficient than an array in this case, but this could later be optimized if we can get rid of the reverse links (with would reduce memory allocation by 50%). Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-08-07 09:55:40 +00:00
struct media_pad *pads);
/**
* media_entity_cleanup() - free resources associated with an entity
*
* @entity: entity where the pads belong
*
* This function must be called during the cleanup phase after unregistering
* the entity (currently, it does nothing).
*/
static inline void media_entity_cleanup(struct media_entity *entity) {};
/**
* media_create_pad_link() - creates a link between two entities.
*
* @source: pointer to &media_entity of the source pad.
* @source_pad: number of the source pad in the pads array
* @sink: pointer to &media_entity of the sink pad.
* @sink_pad: number of the sink pad in the pads array.
* @flags: Link flags, as defined in include/uapi/linux/media.h.
*
* Valid values for flags:
* A %MEDIA_LNK_FL_ENABLED flag indicates that the link is enabled and can be
* used to transfer media data. When two or more links target a sink pad,
* only one of them can be enabled at a time.
*
* A %MEDIA_LNK_FL_IMMUTABLE flag indicates that the link enabled state can't
* be modified at runtime. If %MEDIA_LNK_FL_IMMUTABLE is set, then
* %MEDIA_LNK_FL_ENABLED must also be set since an immutable link is
* always enabled.
*
* NOTE:
*
* Before calling this function, media_entity_pads_init() and
* media_device_register_entity() should be called previously for both ends.
*/
__must_check int media_create_pad_link(struct media_entity *source,
u16 source_pad, struct media_entity *sink,
u16 sink_pad, u32 flags);
void __media_entity_remove_links(struct media_entity *entity);
/**
* media_entity_remove_links() - remove all links associated with an entity
*
* @entity: pointer to &media_entity
*
* Note: this is called automatically when an entity is unregistered via
* media_device_register_entity().
*/
void media_entity_remove_links(struct media_entity *entity);
int __media_entity_setup_link(struct media_link *link, u32 flags);
/**
* media_entity_setup_link() - changes the link flags properties in runtime
*
* @link: pointer to &media_link
* @flags: the requested new link flags
*
* The only configurable property is the %MEDIA_LNK_FL_ENABLED link flag
* flag to enable/disable a link. Links marked with the
* %MEDIA_LNK_FL_IMMUTABLE link flag can not be enabled or disabled.
*
* When a link is enabled or disabled, the media framework calls the
* link_setup operation for the two entities at the source and sink of the
* link, in that order. If the second link_setup call fails, another
* link_setup call is made on the first entity to restore the original link
* flags.
*
* Media device drivers can be notified of link setup operations by setting the
* media_device::link_notify pointer to a callback function. If provided, the
* notification callback will be called before enabling and after disabling
* links.
*
* Entity drivers must implement the link_setup operation if any of their links
* is non-immutable. The operation must either configure the hardware or store
* the configuration information to be applied later.
*
* Link configuration must not have any side effect on other links. If an
* enabled link at a sink pad prevents another link at the same pad from
* being enabled, the link_setup operation must return -EBUSY and can't
* implicitly disable the first enabled link.
*
* NOTE: the valid values of the flags for the link is the same as described
* on media_create_pad_link(), for pad to pad links or the same as described
* on media_create_intf_link(), for interface to entity links.
*/
int media_entity_setup_link(struct media_link *link, u32 flags);
struct media_link *media_entity_find_link(struct media_pad *source,
struct media_pad *sink);
struct media_pad *media_entity_remote_pad(struct media_pad *pad);
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
struct media_entity *media_entity_get(struct media_entity *entity);
void media_entity_put(struct media_entity *entity);
void media_entity_graph_walk_start(struct media_entity_graph *graph,
struct media_entity *entity);
struct media_entity *
media_entity_graph_walk_next(struct media_entity_graph *graph);
__must_check int media_entity_pipeline_start(struct media_entity *entity,
struct media_pipeline *pipe);
void media_entity_pipeline_stop(struct media_entity *entity);
/**
* media_devnode_create() - creates and initializes a device node interface
*
* @mdev: pointer to struct &media_device
* @type: type of the interface, as given by MEDIA_INTF_T_* macros
* as defined in the uapi/media/media.h header.
* @flags: Interface flags as defined in uapi/media/media.h.
* @major: Device node major number.
* @minor: Device node minor number.
*
* Return: if succeeded, returns a pointer to the newly allocated
* &media_intf_devnode pointer.
*/
struct media_intf_devnode *
__must_check media_devnode_create(struct media_device *mdev,
u32 type, u32 flags,
u32 major, u32 minor);
/**
* media_devnode_remove() - removes a device node interface
*
* @devnode: pointer to &media_intf_devnode to be freed.
*
* When a device node interface is removed, all links to it are automatically
* removed.
*/
void media_devnode_remove(struct media_intf_devnode *devnode);
struct media_link *
/**
* media_create_intf_link() - creates a link between an entity and an interface
*
* @entity: pointer to %media_entity
* @intf: pointer to %media_interface
* @flags: Link flags, as defined in include/uapi/linux/media.h.
*
*
* Valid values for flags:
* The %MEDIA_LNK_FL_ENABLED flag indicates that the interface is connected to
* the entity hardware. That's the default value for interfaces. An
* interface may be disabled if the hardware is busy due to the usage
* of some other interface that it is currently controlling the hardware.
* A typical example is an hybrid TV device that handle only one type of
* stream on a given time. So, when the digital TV is streaming,
* the V4L2 interfaces won't be enabled, as such device is not able to
* also stream analog TV or radio.
*
* Note:
*
* Before calling this function, media_devnode_create() should be called for
* the interface and media_device_register_entity() should be called for the
* interface that will be part of the link.
*/
__must_check media_create_intf_link(struct media_entity *entity,
struct media_interface *intf,
u32 flags);
void __media_remove_intf_link(struct media_link *link);
void media_remove_intf_link(struct media_link *link);
void __media_remove_intf_links(struct media_interface *intf);
/**
* media_remove_intf_links() - remove all links associated with an interface
*
* @intf: pointer to &media_interface
*
* Note: this is called automatically when an entity is unregistered via
* media_device_register_entity() and by media_devnode_remove().
*/
void media_remove_intf_links(struct media_interface *intf);
#define media_entity_call(entity, operation, args...) \
(((entity)->ops && (entity)->ops->operation) ? \
(entity)->ops->operation((entity) , ##args) : -ENOIOCTLCMD)
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 11:40:00 +00:00
#endif