linux-sg2042/include/media/media-entity.h

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[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
*/
#ifndef _MEDIA_ENTITY_H
#define _MEDIA_ENTITY_H
#include <linux/bitops.h>
#include <linux/kernel.h>
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 19:40:00 +08:00
#include <linux/list.h>
#include <linux/media.h>
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 19:40:00 +08:00
/* Enums used internally at the media controller to represent graphs */
/**
* enum media_gobj_type - type of a graph object
*
* @MEDIA_GRAPH_ENTITY: Identify a media entity
* @MEDIA_GRAPH_PAD: Identify a media pad
* @MEDIA_GRAPH_LINK: Identify a media link
* @MEDIA_GRAPH_INTF_DEVNODE: Identify a media Kernel API interface via
* a device node
*/
enum media_gobj_type {
MEDIA_GRAPH_ENTITY,
MEDIA_GRAPH_PAD,
MEDIA_GRAPH_LINK,
MEDIA_GRAPH_INTF_DEVNODE,
};
#define MEDIA_BITS_PER_TYPE 8
#define MEDIA_BITS_PER_LOCAL_ID (32 - MEDIA_BITS_PER_TYPE)
#define MEDIA_LOCAL_ID_MASK GENMASK(MEDIA_BITS_PER_LOCAL_ID - 1, 0)
/* Structs to represent the objects that belong to a media graph */
/**
* struct media_gobj - Define a graph object.
*
* @id: Non-zero object ID identifier. The ID should be unique
* inside a media_device, as it is composed by
* MEDIA_BITS_PER_TYPE to store the type plus
* MEDIA_BITS_PER_LOCAL_ID to store a per-type ID
* (called as "local ID").
*
* All objects on the media graph should have this struct embedded
*/
struct media_gobj {
struct media_device *mdev;
u32 id;
};
struct media_pipeline {
};
[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_link {
struct media_gobj graph_obj;
[media] media: convert links from array to list The entire logic that represent graph links were developed on a time where there were no needs to dynamic remove links. So, although links are created/removed one by one via some functions, they're stored as an array inside the entity struct. As the array may grow, there's a logic inside the code that checks if the amount of space is not enough to store the needed links. If it isn't the core uses krealloc() to change the size of the link, with is bad, as it leaves the memory fragmented. So, convert links into a list. Also, currently, both source and sink entities need the link at the graph traversal logic inside media_entity. So there's a logic duplicating all links. That makes it to spend twice the memory needed. This is not a big deal for today's usage, where the number of links are not big. Yet, if during the MC workshop discussions, it was said that IIO graphs could have up to 4,000 entities. So, we may want to remove the duplication on some future. The problem is that it would require a separate linked list to store the backlinks inside the entity, or to use a more complex algorithm to do graph backlink traversal, with is something that the current graph traversal inside the core can't cope with. So, let's postpone a such change if/when it is actually needed. It should also be noticed that the media_link structure uses 44 bytes on 32-bit architectures and 84 bytes on 64-bit architecture. It will thus be allocated out of the 64-bytes and 96-bytes pools respectively. That's a 12.5% memory waste on 64-bit architectures and 31.25% on 32-bit architecture. A linked list is less efficient than an array in this case, but this could later be optimized if we can get rid of the reverse links (with would reduce memory allocation by 50%). Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-08-07 17:55:40 +08:00
struct list_head list;
union {
struct media_gobj *gobj0;
struct media_pad *source;
struct media_interface *intf;
};
union {
struct media_gobj *gobj1;
struct media_pad *sink;
struct media_entity *entity;
};
[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_link *reverse; /* Link in the reverse direction */
unsigned long flags; /* Link flags (MEDIA_LNK_FL_*) */
};
struct media_pad {
struct media_gobj graph_obj; /* must be first field in struct */
[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 *entity; /* Entity this pad belongs to */
u16 index; /* Pad index in the entity pads array */
unsigned long flags; /* Pad flags (MEDIA_PAD_FL_*) */
};
/**
* struct media_entity_operations - Media entity operations
* @link_setup: Notify the entity of link changes. The operation can
* return an error, in which case link setup will be
* cancelled. Optional.
* @link_validate: Return whether a link is valid from the entity point of
* view. The media_entity_pipeline_start() function
* validates all links by calling this operation. Optional.
*/
struct media_entity_operations {
int (*link_setup)(struct media_entity *entity,
const struct media_pad *local,
const struct media_pad *remote, u32 flags);
int (*link_validate)(struct media_link *link);
};
[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 {
struct media_gobj graph_obj; /* must be first field in struct */
[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 list_head list;
const char *name; /* Entity name */
u32 type; /* Entity type (MEDIA_ENT_T_*) */
u32 revision; /* Entity revision, driver specific */
unsigned long flags; /* Entity flags (MEDIA_ENT_FL_*) */
u32 group_id; /* Entity group ID */
u16 num_pads; /* Number of sink and source pads */
u16 num_links; /* Number of existing links, both
* enabled and disabled */
u16 num_backlinks; /* Number of 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
struct media_pad *pads; /* Pads array (num_pads objects) */
struct list_head links; /* Pad-to-pad links list */
[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
const struct media_entity_operations *ops; /* Entity operations */
/* Reference counts must never be negative, but are signed integers on
* purpose: a simple WARN_ON(<0) check can be used to detect reference
* count bugs that would make them negative.
*/
int stream_count; /* Stream count for the entity. */
int use_count; /* Use count for the entity. */
struct media_pipeline *pipe; /* Pipeline this entity belongs to. */
[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
union {
/* Node specifications */
struct {
u32 major;
u32 minor;
} dev;
[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
/* Sub-device specifications */
/* Nothing needed yet */
} info;
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 19:40:00 +08:00
};
/**
* struct media_intf_devnode - Define a Kernel API interface
*
* @graph_obj: embedded graph object
* @list: Linked list used to find other interfaces that belong
* to the same media controller
* @links: List of links pointing to graph entities
* @type: Type of the interface as defined at the
* uapi/media/media.h header, e. g.
* MEDIA_INTF_T_*
* @flags: Interface flags as defined at uapi/media/media.h
*/
struct media_interface {
struct media_gobj graph_obj;
struct list_head list;
struct list_head links;
u32 type;
u32 flags;
};
/**
* struct media_intf_devnode - Define a Kernel API interface via a device node
*
* @intf: embedded interface object
* @major: Major number of a device node
* @minor: Minor number of a device node
*/
struct media_intf_devnode {
struct media_interface intf;
u32 major;
u32 minor;
};
static inline u32 media_entity_id(struct media_entity *entity)
{
return entity->graph_obj.id;
}
static inline enum media_gobj_type media_type(struct media_gobj *gobj)
{
return gobj->id >> MEDIA_BITS_PER_LOCAL_ID;
}
static inline u32 media_localid(struct media_gobj *gobj)
{
return gobj->id & MEDIA_LOCAL_ID_MASK;
}
static inline u32 media_gobj_gen_id(enum media_gobj_type type, u32 local_id)
{
u32 id;
id = type << MEDIA_BITS_PER_LOCAL_ID;
id |= local_id & MEDIA_LOCAL_ID_MASK;
return id;
}
static inline bool is_media_entity_v4l2_io(struct media_entity *entity)
{
if (!entity)
return false;
switch (entity->type) {
case MEDIA_ENT_T_V4L2_VIDEO:
case MEDIA_ENT_T_V4L2_VBI:
case MEDIA_ENT_T_V4L2_SWRADIO:
return true;
default:
return false;
}
}
static inline bool is_media_entity_v4l2_subdev(struct media_entity *entity)
{
if (!entity)
return false;
switch (entity->type) {
case MEDIA_ENT_T_V4L2_SUBDEV_UNKNOWN:
case MEDIA_ENT_T_V4L2_SUBDEV_SENSOR:
case MEDIA_ENT_T_V4L2_SUBDEV_FLASH:
case MEDIA_ENT_T_V4L2_SUBDEV_LENS:
case MEDIA_ENT_T_V4L2_SUBDEV_DECODER:
case MEDIA_ENT_T_V4L2_SUBDEV_TUNER:
return true;
default:
return false;
}
}
#define MEDIA_ENTITY_ENUM_MAX_DEPTH 16
#define MEDIA_ENTITY_ENUM_MAX_ID 64
/*
* The number of pads can't be bigger than the number of entities,
* as the worse-case scenario is to have one entity linked up to
* MEDIA_ENTITY_ENUM_MAX_ID - 1 entities.
*/
#define MEDIA_ENTITY_MAX_PADS (MEDIA_ENTITY_ENUM_MAX_ID - 1)
struct media_entity_graph {
struct {
struct media_entity *entity;
[media] media: convert links from array to list The entire logic that represent graph links were developed on a time where there were no needs to dynamic remove links. So, although links are created/removed one by one via some functions, they're stored as an array inside the entity struct. As the array may grow, there's a logic inside the code that checks if the amount of space is not enough to store the needed links. If it isn't the core uses krealloc() to change the size of the link, with is bad, as it leaves the memory fragmented. So, convert links into a list. Also, currently, both source and sink entities need the link at the graph traversal logic inside media_entity. So there's a logic duplicating all links. That makes it to spend twice the memory needed. This is not a big deal for today's usage, where the number of links are not big. Yet, if during the MC workshop discussions, it was said that IIO graphs could have up to 4,000 entities. So, we may want to remove the duplication on some future. The problem is that it would require a separate linked list to store the backlinks inside the entity, or to use a more complex algorithm to do graph backlink traversal, with is something that the current graph traversal inside the core can't cope with. So, let's postpone a such change if/when it is actually needed. It should also be noticed that the media_link structure uses 44 bytes on 32-bit architectures and 84 bytes on 64-bit architecture. It will thus be allocated out of the 64-bytes and 96-bytes pools respectively. That's a 12.5% memory waste on 64-bit architectures and 31.25% on 32-bit architecture. A linked list is less efficient than an array in this case, but this could later be optimized if we can get rid of the reverse links (with would reduce memory allocation by 50%). Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-08-07 17:55:40 +08:00
struct list_head *link;
} stack[MEDIA_ENTITY_ENUM_MAX_DEPTH];
DECLARE_BITMAP(entities, MEDIA_ENTITY_ENUM_MAX_ID);
int top;
};
#define gobj_to_entity(gobj) \
container_of(gobj, struct media_entity, graph_obj)
#define gobj_to_pad(gobj) \
container_of(gobj, struct media_pad, graph_obj)
#define gobj_to_link(gobj) \
container_of(gobj, struct media_link, graph_obj)
#define gobj_to_link(gobj) \
container_of(gobj, struct media_link, graph_obj)
#define gobj_to_pad(gobj) \
container_of(gobj, struct media_pad, graph_obj)
#define gobj_to_intf(gobj) \
container_of(gobj, struct media_interface, graph_obj)
#define intf_to_devnode(intf) \
container_of(intf, struct media_intf_devnode, intf)
void media_gobj_init(struct media_device *mdev,
enum media_gobj_type type,
struct media_gobj *gobj);
void media_gobj_remove(struct media_gobj *gobj);
[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_entity_init(struct media_entity *entity, u16 num_pads,
[media] media: convert links from array to list The entire logic that represent graph links were developed on a time where there were no needs to dynamic remove links. So, although links are created/removed one by one via some functions, they're stored as an array inside the entity struct. As the array may grow, there's a logic inside the code that checks if the amount of space is not enough to store the needed links. If it isn't the core uses krealloc() to change the size of the link, with is bad, as it leaves the memory fragmented. So, convert links into a list. Also, currently, both source and sink entities need the link at the graph traversal logic inside media_entity. So there's a logic duplicating all links. That makes it to spend twice the memory needed. This is not a big deal for today's usage, where the number of links are not big. Yet, if during the MC workshop discussions, it was said that IIO graphs could have up to 4,000 entities. So, we may want to remove the duplication on some future. The problem is that it would require a separate linked list to store the backlinks inside the entity, or to use a more complex algorithm to do graph backlink traversal, with is something that the current graph traversal inside the core can't cope with. So, let's postpone a such change if/when it is actually needed. It should also be noticed that the media_link structure uses 44 bytes on 32-bit architectures and 84 bytes on 64-bit architecture. It will thus be allocated out of the 64-bytes and 96-bytes pools respectively. That's a 12.5% memory waste on 64-bit architectures and 31.25% on 32-bit architecture. A linked list is less efficient than an array in this case, but this could later be optimized if we can get rid of the reverse links (with would reduce memory allocation by 50%). Signed-off-by: Mauro Carvalho Chehab <mchehab@osg.samsung.com>
2015-08-07 17:55:40 +08:00
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
void media_entity_cleanup(struct media_entity *entity);
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);
void __media_entity_remove_links(struct media_entity *entity);
void media_entity_remove_links(struct media_entity *entity);
int __media_entity_setup_link(struct media_link *link, u32 flags);
int media_entity_setup_link(struct media_link *link, u32 flags);
struct media_link *media_entity_find_link(struct media_pad *source,
struct media_pad *sink);
struct media_pad *media_entity_remote_pad(struct media_pad *pad);
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 19:40:00 +08:00
struct media_entity *media_entity_get(struct media_entity *entity);
void media_entity_put(struct media_entity *entity);
void media_entity_graph_walk_start(struct media_entity_graph *graph,
struct media_entity *entity);
struct media_entity *
media_entity_graph_walk_next(struct media_entity_graph *graph);
__must_check int media_entity_pipeline_start(struct media_entity *entity,
struct media_pipeline *pipe);
void media_entity_pipeline_stop(struct media_entity *entity);
struct media_intf_devnode *media_devnode_create(struct media_device *mdev,
u32 type, u32 flags,
u32 major, u32 minor,
gfp_t gfp_flags);
void media_devnode_remove(struct media_intf_devnode *devnode);
struct media_link *media_create_intf_link(struct media_entity *entity,
struct media_interface *intf,
u32 flags);
void media_remove_intf_link(struct media_link *link);
#define media_entity_call(entity, operation, args...) \
(((entity)->ops && (entity)->ops->operation) ? \
(entity)->ops->operation((entity) , ##args) : -ENOIOCTLCMD)
[media] media: Entities, pads and links As video hardware pipelines become increasingly complex and configurable, the current hardware description through v4l2 subdevices reaches its limits. In addition to enumerating and configuring subdevices, video camera drivers need a way to discover and modify at runtime how those subdevices are connected. This is done through new elements called entities, pads and links. An entity is a basic media hardware building block. It can correspond to a large variety of logical blocks such as physical hardware devices (CMOS sensor for instance), logical hardware devices (a building block in a System-on-Chip image processing pipeline), DMA channels or physical connectors. A pad is a connection endpoint through which an entity can interact with other entities. Data (not restricted to video) produced by an entity flows from the entity's output to one or more entity inputs. Pads should not be confused with physical pins at chip boundaries. A link is a point-to-point oriented connection between two pads, either on the same entity or on different entities. Data flows from a source pad to a sink pad. Links are stored in the source entity. To make backwards graph walk faster, a copy of all links is also stored in the sink entity. The copy is known as a backlink and is only used to help graph traversal. The entity API is made of three functions: - media_entity_init() initializes an entity. The caller must provide an array of pads as well as an estimated number of links. The links array is allocated dynamically and will be reallocated if it grows beyond the initial estimate. - media_entity_cleanup() frees resources allocated for an entity. It must be called during the cleanup phase after unregistering the entity and before freeing it. - media_entity_create_link() creates a link between two entities. An entry in the link array of each entity is allocated and stores pointers to source and sink pads. When a media device is unregistered, all its entities are unregistered automatically. The code is based on Hans Verkuil <hverkuil@xs4all.nl> initial work. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Signed-off-by: Sakari Ailus <sakari.ailus@iki.fi> Acked-by: Hans Verkuil <hverkuil@xs4all.nl> Signed-off-by: Mauro Carvalho Chehab <mchehab@redhat.com>
2009-12-09 19:40:00 +08:00
#endif