OpenCloudOS-Kernel/drivers/media/media-entity.c

894 lines
22 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 19:40:00 +08:00
/*
* 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
*/
#include <linux/bitmap.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 19:40:00 +08:00
#include <linux/module.h>
#include <linux/slab.h>
#include <media/media-entity.h>
#include <media/media-device.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 19:40:00 +08:00
static inline const char *gobj_type(enum media_gobj_type type)
{
switch (type) {
case MEDIA_GRAPH_ENTITY:
return "entity";
case MEDIA_GRAPH_PAD:
return "pad";
case MEDIA_GRAPH_LINK:
return "link";
case MEDIA_GRAPH_INTF_DEVNODE:
return "intf-devnode";
default:
return "unknown";
}
}
static inline const char *intf_type(struct media_interface *intf)
{
switch (intf->type) {
case MEDIA_INTF_T_DVB_FE:
return "frontend";
case MEDIA_INTF_T_DVB_DEMUX:
return "demux";
case MEDIA_INTF_T_DVB_DVR:
return "DVR";
case MEDIA_INTF_T_DVB_CA:
return "CA";
case MEDIA_INTF_T_DVB_NET:
return "dvbnet";
case MEDIA_INTF_T_V4L_VIDEO:
return "video";
case MEDIA_INTF_T_V4L_VBI:
return "vbi";
case MEDIA_INTF_T_V4L_RADIO:
return "radio";
case MEDIA_INTF_T_V4L_SUBDEV:
return "v4l2-subdev";
case MEDIA_INTF_T_V4L_SWRADIO:
return "swradio";
default:
return "unknown-intf";
}
};
/**
* __media_entity_enum_init - Initialise an entity enumeration
*
* @ent_enum: Entity enumeration to be initialised
* @idx_max: Maximum number of entities in the enumeration
*
* Returns zero on success or a negative error code.
*/
__must_check int __media_entity_enum_init(struct media_entity_enum *ent_enum,
int idx_max)
{
if (idx_max > MEDIA_ENTITY_ENUM_MAX_ID) {
ent_enum->bmap = kcalloc(DIV_ROUND_UP(idx_max, BITS_PER_LONG),
sizeof(long), GFP_KERNEL);
if (!ent_enum->bmap)
return -ENOMEM;
} else {
ent_enum->bmap = ent_enum->prealloc_bmap;
}
bitmap_zero(ent_enum->bmap, idx_max);
ent_enum->idx_max = idx_max;
return 0;
}
EXPORT_SYMBOL_GPL(__media_entity_enum_init);
/**
* media_entity_enum_cleanup - Release resources of an entity enumeration
*
* @e: Entity enumeration to be released
*/
void media_entity_enum_cleanup(struct media_entity_enum *ent_enum)
{
if (ent_enum->bmap != ent_enum->prealloc_bmap)
kfree(ent_enum->bmap);
ent_enum->bmap = NULL;
}
EXPORT_SYMBOL_GPL(media_entity_enum_cleanup);
/**
* dev_dbg_obj - Prints in debug mode a change on some object
*
* @event_name: Name of the event to report. Could be __func__
* @gobj: Pointer to the object
*
* Enabled only if DEBUG or CONFIG_DYNAMIC_DEBUG. Otherwise, it
* won't produce any code.
*/
static void dev_dbg_obj(const char *event_name, struct media_gobj *gobj)
{
#if defined(DEBUG) || defined (CONFIG_DYNAMIC_DEBUG)
switch (media_type(gobj)) {
case MEDIA_GRAPH_ENTITY:
dev_dbg(gobj->mdev->dev,
"%s: id 0x%08x entity#%d: '%s'\n",
event_name, gobj->id, media_localid(gobj),
gobj_to_entity(gobj)->name);
break;
case MEDIA_GRAPH_LINK:
{
struct media_link *link = gobj_to_link(gobj);
dev_dbg(gobj->mdev->dev,
"%s: id 0x%08x link#%d: %s#%d ==> %s#%d\n",
event_name, gobj->id, media_localid(gobj),
gobj_type(media_type(link->gobj0)),
media_localid(link->gobj0),
gobj_type(media_type(link->gobj1)),
media_localid(link->gobj1));
break;
}
case MEDIA_GRAPH_PAD:
{
struct media_pad *pad = gobj_to_pad(gobj);
dev_dbg(gobj->mdev->dev,
"%s: id 0x%08x %s%spad#%d: '%s':%d\n",
event_name, gobj->id,
pad->flags & MEDIA_PAD_FL_SINK ? " sink " : "",
pad->flags & MEDIA_PAD_FL_SOURCE ? "source " : "",
media_localid(gobj),
pad->entity->name, pad->index);
break;
}
case MEDIA_GRAPH_INTF_DEVNODE:
{
struct media_interface *intf = gobj_to_intf(gobj);
struct media_intf_devnode *devnode = intf_to_devnode(intf);
dev_dbg(gobj->mdev->dev,
"%s: id 0x%08x intf_devnode#%d: %s - major: %d, minor: %d\n",
event_name, gobj->id, media_localid(gobj),
intf_type(intf),
devnode->major, devnode->minor);
break;
}
}
#endif
}
void media_gobj_create(struct media_device *mdev,
enum media_gobj_type type,
struct media_gobj *gobj)
{
BUG_ON(!mdev);
gobj->mdev = mdev;
/* Create a per-type unique object ID */
switch (type) {
case MEDIA_GRAPH_ENTITY:
gobj->id = media_gobj_gen_id(type, ++mdev->entity_id);
list_add_tail(&gobj->list, &mdev->entities);
break;
case MEDIA_GRAPH_PAD:
gobj->id = media_gobj_gen_id(type, ++mdev->pad_id);
list_add_tail(&gobj->list, &mdev->pads);
break;
case MEDIA_GRAPH_LINK:
gobj->id = media_gobj_gen_id(type, ++mdev->link_id);
list_add_tail(&gobj->list, &mdev->links);
break;
case MEDIA_GRAPH_INTF_DEVNODE:
gobj->id = media_gobj_gen_id(type, ++mdev->intf_devnode_id);
list_add_tail(&gobj->list, &mdev->interfaces);
break;
}
mdev->topology_version++;
dev_dbg_obj(__func__, gobj);
}
void media_gobj_destroy(struct media_gobj *gobj)
{
dev_dbg_obj(__func__, gobj);
gobj->mdev->topology_version++;
/* Remove the object from mdev list */
list_del(&gobj->list);
}
int media_entity_pads_init(struct media_entity *entity, u16 num_pads,
struct media_pad *pads)
[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 19:40:00 +08:00
{
struct media_device *mdev = entity->graph_obj.mdev;
[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 19:40:00 +08:00
unsigned int i;
entity->num_pads = num_pads;
entity->pads = pads;
if (mdev)
spin_lock(&mdev->lock);
[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 19:40:00 +08:00
for (i = 0; i < num_pads; i++) {
pads[i].entity = entity;
pads[i].index = i;
if (mdev)
media_gobj_create(mdev, MEDIA_GRAPH_PAD,
&entity->pads[i].graph_obj);
[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 19:40:00 +08:00
}
if (mdev)
spin_unlock(&mdev->lock);
[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 19:40:00 +08:00
return 0;
}
EXPORT_SYMBOL_GPL(media_entity_pads_init);
[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 19:40:00 +08:00
/* -----------------------------------------------------------------------------
* Graph traversal
*/
static struct media_entity *
media_entity_other(struct media_entity *entity, struct media_link *link)
{
if (link->source->entity == entity)
return link->sink->entity;
else
return link->source->entity;
}
/* push an entity to traversal stack */
static void stack_push(struct media_entity_graph *graph,
struct media_entity *entity)
{
if (graph->top == MEDIA_ENTITY_ENUM_MAX_DEPTH - 1) {
WARN_ON(1);
return;
}
graph->top++;
graph->stack[graph->top].link = entity->links.next;
graph->stack[graph->top].entity = entity;
}
static struct media_entity *stack_pop(struct media_entity_graph *graph)
{
struct media_entity *entity;
entity = graph->stack[graph->top].entity;
graph->top--;
return entity;
}
#define link_top(en) ((en)->stack[(en)->top].link)
#define stack_top(en) ((en)->stack[(en)->top].entity)
/**
* media_entity_graph_walk_init - Allocate resources for graph walk
* @graph: Media graph structure that will be used to walk the graph
* @mdev: Media device
*
* Reserve resources for graph walk in media device's current
* state. The memory must be released using
* media_entity_graph_walk_free().
*
* Returns error on failure, zero on success.
*/
__must_check int media_entity_graph_walk_init(
struct media_entity_graph *graph, struct media_device *mdev)
{
return media_entity_enum_init(&graph->ent_enum, mdev);
}
EXPORT_SYMBOL_GPL(media_entity_graph_walk_init);
/**
* media_entity_graph_walk_cleanup - Release resources related to graph walking
* @graph: Media graph structure that was used to walk the graph
*/
void media_entity_graph_walk_cleanup(struct media_entity_graph *graph)
{
media_entity_enum_cleanup(&graph->ent_enum);
}
EXPORT_SYMBOL_GPL(media_entity_graph_walk_cleanup);
void media_entity_graph_walk_start(struct media_entity_graph *graph,
struct media_entity *entity)
{
media_entity_enum_zero(&graph->ent_enum);
media_entity_enum_set(&graph->ent_enum, entity);
graph->top = 0;
graph->stack[graph->top].entity = NULL;
stack_push(graph, entity);
}
EXPORT_SYMBOL_GPL(media_entity_graph_walk_start);
struct media_entity *
media_entity_graph_walk_next(struct media_entity_graph *graph)
{
if (stack_top(graph) == NULL)
return NULL;
/*
* Depth first search. Push entity to stack and continue from
* top of the stack until no more entities on the level can be
* found.
*/
while (link_top(graph) != &stack_top(graph)->links) {
struct media_entity *entity = stack_top(graph);
[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 17:55:40 +08:00
struct media_link *link;
struct media_entity *next;
[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 17:55:40 +08:00
link = list_entry(link_top(graph), typeof(*link), list);
/* The link is not enabled so we do not follow. */
if (!(link->flags & MEDIA_LNK_FL_ENABLED)) {
[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 17:55:40 +08:00
link_top(graph) = link_top(graph)->next;
continue;
}
/* Get the entity in the other end of the link . */
next = media_entity_other(entity, link);
/* Has the entity already been visited? */
if (media_entity_enum_test_and_set(&graph->ent_enum, next)) {
[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 17:55:40 +08:00
link_top(graph) = link_top(graph)->next;
continue;
}
/* Push the new entity to stack and start over. */
[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 17:55:40 +08:00
link_top(graph) = link_top(graph)->next;
stack_push(graph, next);
}
return stack_pop(graph);
}
EXPORT_SYMBOL_GPL(media_entity_graph_walk_next);
/* -----------------------------------------------------------------------------
* Pipeline management
*/
__must_check int media_entity_pipeline_start(struct media_entity *entity,
struct media_pipeline *pipe)
{
struct media_device *mdev = entity->graph_obj.mdev;
struct media_entity_graph *graph = &pipe->graph;
struct media_entity *entity_err = 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 17:55:40 +08:00
struct media_link *link;
int ret;
mutex_lock(&mdev->graph_mutex);
ret = media_entity_graph_walk_init(&pipe->graph, mdev);
if (ret) {
mutex_unlock(&mdev->graph_mutex);
return ret;
}
media_entity_graph_walk_start(&pipe->graph, entity);
while ((entity = media_entity_graph_walk_next(graph))) {
DECLARE_BITMAP(active, MEDIA_ENTITY_MAX_PADS);
DECLARE_BITMAP(has_no_links, MEDIA_ENTITY_MAX_PADS);
entity->stream_count++;
if (WARN_ON(entity->pipe && entity->pipe != pipe)) {
ret = -EBUSY;
goto error;
}
entity->pipe = pipe;
/* Already streaming --- no need to check. */
if (entity->stream_count > 1)
continue;
if (!entity->ops || !entity->ops->link_validate)
continue;
bitmap_zero(active, entity->num_pads);
bitmap_fill(has_no_links, entity->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 17:55:40 +08:00
list_for_each_entry(link, &entity->links, list) {
struct media_pad *pad = link->sink->entity == entity
? link->sink : link->source;
/* Mark that a pad is connected by a link. */
bitmap_clear(has_no_links, pad->index, 1);
/*
* Pads that either do not need to connect or
* are connected through an enabled link are
* fine.
*/
if (!(pad->flags & MEDIA_PAD_FL_MUST_CONNECT) ||
link->flags & MEDIA_LNK_FL_ENABLED)
bitmap_set(active, pad->index, 1);
/*
* Link validation will only take place for
* sink ends of the link that are enabled.
*/
if (link->sink != pad ||
!(link->flags & MEDIA_LNK_FL_ENABLED))
continue;
ret = entity->ops->link_validate(link);
if (ret < 0 && ret != -ENOIOCTLCMD) {
dev_dbg(entity->graph_obj.mdev->dev,
"link validation failed for \"%s\":%u -> \"%s\":%u, error %d\n",
link->source->entity->name,
link->source->index,
entity->name, link->sink->index, ret);
goto error;
}
}
/* Either no links or validated links are fine. */
bitmap_or(active, active, has_no_links, entity->num_pads);
if (!bitmap_full(active, entity->num_pads)) {
ret = -EPIPE;
dev_dbg(entity->graph_obj.mdev->dev,
"\"%s\":%u must be connected by an enabled link\n",
entity->name,
(unsigned)find_first_zero_bit(
active, entity->num_pads));
goto error;
}
}
mutex_unlock(&mdev->graph_mutex);
return 0;
error:
/*
* Link validation on graph failed. We revert what we did and
* return the error.
*/
media_entity_graph_walk_start(graph, entity_err);
while ((entity_err = media_entity_graph_walk_next(graph))) {
entity_err->stream_count--;
if (entity_err->stream_count == 0)
entity_err->pipe = NULL;
/*
* We haven't increased stream_count further than this
* so we quit here.
*/
if (entity_err == entity)
break;
}
media_entity_graph_walk_cleanup(graph);
mutex_unlock(&mdev->graph_mutex);
return ret;
}
EXPORT_SYMBOL_GPL(media_entity_pipeline_start);
void media_entity_pipeline_stop(struct media_entity *entity)
{
struct media_device *mdev = entity->graph_obj.mdev;
struct media_entity_graph *graph = &entity->pipe->graph;
mutex_lock(&mdev->graph_mutex);
media_entity_graph_walk_start(graph, entity);
while ((entity = media_entity_graph_walk_next(graph))) {
entity->stream_count--;
if (entity->stream_count == 0)
entity->pipe = NULL;
}
media_entity_graph_walk_cleanup(graph);
mutex_unlock(&mdev->graph_mutex);
}
EXPORT_SYMBOL_GPL(media_entity_pipeline_stop);
/* -----------------------------------------------------------------------------
* Module use count
*/
struct media_entity *media_entity_get(struct media_entity *entity)
{
if (entity == NULL)
return NULL;
if (entity->graph_obj.mdev->dev &&
!try_module_get(entity->graph_obj.mdev->dev->driver->owner))
return NULL;
return entity;
}
EXPORT_SYMBOL_GPL(media_entity_get);
void media_entity_put(struct media_entity *entity)
{
if (entity == NULL)
return;
if (entity->graph_obj.mdev->dev)
module_put(entity->graph_obj.mdev->dev->driver->owner);
}
EXPORT_SYMBOL_GPL(media_entity_put);
/* -----------------------------------------------------------------------------
* Links management
*/
static struct media_link *media_add_link(struct list_head *head)
[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 19:40:00 +08:00
{
[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 17:55:40 +08:00
struct media_link *link;
[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 19:40:00 +08:00
[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 17:55:40 +08:00
link = kzalloc(sizeof(*link), GFP_KERNEL);
if (link == NULL)
return NULL;
[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 19:40:00 +08:00
list_add_tail(&link->list, head);
[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 19:40:00 +08:00
[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 17:55:40 +08:00
return link;
[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 19:40:00 +08:00
}
[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 17:55:40 +08:00
static void __media_entity_remove_link(struct media_entity *entity,
struct media_link *link)
{
struct media_link *rlink, *tmp;
struct media_entity *remote;
if (link->source->entity == entity)
remote = link->sink->entity;
else
remote = link->source->entity;
list_for_each_entry_safe(rlink, tmp, &remote->links, list) {
if (rlink != link->reverse)
continue;
if (link->source->entity == entity)
remote->num_backlinks--;
/* Remove the remote link */
list_del(&rlink->list);
media_gobj_destroy(&rlink->graph_obj);
kfree(rlink);
if (--remote->num_links == 0)
break;
}
list_del(&link->list);
media_gobj_destroy(&link->graph_obj);
kfree(link);
}
[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 17:55:40 +08:00
[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 19:40:00 +08:00
int
media_create_pad_link(struct media_entity *source, u16 source_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 19:40:00 +08:00
struct media_entity *sink, u16 sink_pad, u32 flags)
{
struct media_link *link;
struct media_link *backlink;
BUG_ON(source == NULL || sink == NULL);
BUG_ON(source_pad >= source->num_pads);
BUG_ON(sink_pad >= sink->num_pads);
link = media_add_link(&source->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 19:40:00 +08:00
if (link == NULL)
return -ENOMEM;
link->source = &source->pads[source_pad];
link->sink = &sink->pads[sink_pad];
link->flags = flags & ~MEDIA_LNK_FL_INTERFACE_LINK;
[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 19:40:00 +08:00
/* Initialize graph object embedded at the new link */
media_gobj_create(source->graph_obj.mdev, MEDIA_GRAPH_LINK,
&link->graph_obj);
[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 19:40:00 +08:00
/* Create the backlink. Backlinks are used to help graph traversal and
* are not reported to userspace.
*/
backlink = media_add_link(&sink->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 19:40:00 +08:00
if (backlink == NULL) {
[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 17:55:40 +08:00
__media_entity_remove_link(source, link);
[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 19:40:00 +08:00
return -ENOMEM;
}
backlink->source = &source->pads[source_pad];
backlink->sink = &sink->pads[sink_pad];
backlink->flags = flags;
backlink->is_backlink = true;
[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 19:40:00 +08:00
/* Initialize graph object embedded at the new link */
media_gobj_create(sink->graph_obj.mdev, MEDIA_GRAPH_LINK,
&backlink->graph_obj);
[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 19:40:00 +08:00
link->reverse = backlink;
backlink->reverse = link;
sink->num_backlinks++;
[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 17:55:40 +08:00
sink->num_links++;
source->num_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 19:40:00 +08:00
return 0;
}
EXPORT_SYMBOL_GPL(media_create_pad_link);
[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 17:55:40 +08:00
void __media_entity_remove_links(struct media_entity *entity)
{
struct media_link *link, *tmp;
[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 17:55:40 +08:00
list_for_each_entry_safe(link, tmp, &entity->links, list)
__media_entity_remove_link(entity, link);
entity->num_links = 0;
entity->num_backlinks = 0;
}
EXPORT_SYMBOL_GPL(__media_entity_remove_links);
void media_entity_remove_links(struct media_entity *entity)
{
struct media_device *mdev = entity->graph_obj.mdev;
/* Do nothing if the entity is not registered. */
if (mdev == NULL)
return;
spin_lock(&mdev->lock);
__media_entity_remove_links(entity);
spin_unlock(&mdev->lock);
}
EXPORT_SYMBOL_GPL(media_entity_remove_links);
static int __media_entity_setup_link_notify(struct media_link *link, u32 flags)
{
int ret;
/* Notify both entities. */
ret = media_entity_call(link->source->entity, link_setup,
link->source, link->sink, flags);
if (ret < 0 && ret != -ENOIOCTLCMD)
return ret;
ret = media_entity_call(link->sink->entity, link_setup,
link->sink, link->source, flags);
if (ret < 0 && ret != -ENOIOCTLCMD) {
media_entity_call(link->source->entity, link_setup,
link->source, link->sink, link->flags);
return ret;
}
link->flags = flags;
link->reverse->flags = link->flags;
return 0;
}
int __media_entity_setup_link(struct media_link *link, u32 flags)
{
const u32 mask = MEDIA_LNK_FL_ENABLED;
struct media_device *mdev;
struct media_entity *source, *sink;
int ret = -EBUSY;
if (link == NULL)
return -EINVAL;
/* The non-modifiable link flags must not be modified. */
if ((link->flags & ~mask) != (flags & ~mask))
return -EINVAL;
if (link->flags & MEDIA_LNK_FL_IMMUTABLE)
return link->flags == flags ? 0 : -EINVAL;
if (link->flags == flags)
return 0;
source = link->source->entity;
sink = link->sink->entity;
if (!(link->flags & MEDIA_LNK_FL_DYNAMIC) &&
(source->stream_count || sink->stream_count))
return -EBUSY;
mdev = source->graph_obj.mdev;
if (mdev->link_notify) {
ret = mdev->link_notify(link, flags,
MEDIA_DEV_NOTIFY_PRE_LINK_CH);
if (ret < 0)
return ret;
}
ret = __media_entity_setup_link_notify(link, flags);
if (mdev->link_notify)
mdev->link_notify(link, flags, MEDIA_DEV_NOTIFY_POST_LINK_CH);
return ret;
}
int media_entity_setup_link(struct media_link *link, u32 flags)
{
int ret;
mutex_lock(&link->graph_obj.mdev->graph_mutex);
ret = __media_entity_setup_link(link, flags);
mutex_unlock(&link->graph_obj.mdev->graph_mutex);
return ret;
}
EXPORT_SYMBOL_GPL(media_entity_setup_link);
struct media_link *
media_entity_find_link(struct media_pad *source, struct media_pad *sink)
{
struct media_link *link;
[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 17:55:40 +08:00
list_for_each_entry(link, &source->entity->links, list) {
if (link->source->entity == source->entity &&
link->source->index == source->index &&
link->sink->entity == sink->entity &&
link->sink->index == sink->index)
return link;
}
return NULL;
}
EXPORT_SYMBOL_GPL(media_entity_find_link);
struct media_pad *media_entity_remote_pad(struct media_pad *pad)
{
[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 17:55:40 +08:00
struct media_link *link;
[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 17:55:40 +08:00
list_for_each_entry(link, &pad->entity->links, list) {
if (!(link->flags & MEDIA_LNK_FL_ENABLED))
continue;
if (link->source == pad)
return link->sink;
if (link->sink == pad)
return link->source;
}
return NULL;
}
EXPORT_SYMBOL_GPL(media_entity_remote_pad);
static void media_interface_init(struct media_device *mdev,
struct media_interface *intf,
u32 gobj_type,
u32 intf_type, u32 flags)
{
intf->type = intf_type;
intf->flags = flags;
INIT_LIST_HEAD(&intf->links);
media_gobj_create(mdev, gobj_type, &intf->graph_obj);
}
/* Functions related to the media interface via device nodes */
struct media_intf_devnode *media_devnode_create(struct media_device *mdev,
u32 type, u32 flags,
u32 major, u32 minor)
{
struct media_intf_devnode *devnode;
devnode = kzalloc(sizeof(*devnode), GFP_KERNEL);
if (!devnode)
return NULL;
devnode->major = major;
devnode->minor = minor;
media_interface_init(mdev, &devnode->intf, MEDIA_GRAPH_INTF_DEVNODE,
type, flags);
return devnode;
}
EXPORT_SYMBOL_GPL(media_devnode_create);
void media_devnode_remove(struct media_intf_devnode *devnode)
{
media_remove_intf_links(&devnode->intf);
media_gobj_destroy(&devnode->intf.graph_obj);
kfree(devnode);
}
EXPORT_SYMBOL_GPL(media_devnode_remove);
struct media_link *media_create_intf_link(struct media_entity *entity,
struct media_interface *intf,
u32 flags)
{
struct media_link *link;
link = media_add_link(&intf->links);
if (link == NULL)
return NULL;
link->intf = intf;
link->entity = entity;
link->flags = flags | MEDIA_LNK_FL_INTERFACE_LINK;
/* Initialize graph object embedded at the new link */
media_gobj_create(intf->graph_obj.mdev, MEDIA_GRAPH_LINK,
&link->graph_obj);
return link;
}
EXPORT_SYMBOL_GPL(media_create_intf_link);
void __media_remove_intf_link(struct media_link *link)
{
list_del(&link->list);
media_gobj_destroy(&link->graph_obj);
kfree(link);
}
EXPORT_SYMBOL_GPL(__media_remove_intf_link);
void media_remove_intf_link(struct media_link *link)
{
struct media_device *mdev = link->graph_obj.mdev;
/* Do nothing if the intf is not registered. */
if (mdev == NULL)
return;
spin_lock(&mdev->lock);
__media_remove_intf_link(link);
spin_unlock(&mdev->lock);
}
EXPORT_SYMBOL_GPL(media_remove_intf_link);
void __media_remove_intf_links(struct media_interface *intf)
{
struct media_link *link, *tmp;
list_for_each_entry_safe(link, tmp, &intf->links, list)
__media_remove_intf_link(link);
}
EXPORT_SYMBOL_GPL(__media_remove_intf_links);
void media_remove_intf_links(struct media_interface *intf)
{
struct media_device *mdev = intf->graph_obj.mdev;
/* Do nothing if the intf is not registered. */
if (mdev == NULL)
return;
spin_lock(&mdev->lock);
__media_remove_intf_links(intf);
spin_unlock(&mdev->lock);
}
EXPORT_SYMBOL_GPL(media_remove_intf_links);