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kernel-tenderloin-3.0/Documentation/DocBook/v4l/media-controller.xml
Laurent Pinchart 53e269c102 [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>
2011-03-22 04:53:10 -03:00

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<partinfo>
<authorgroup>
<author>
<firstname>Laurent</firstname>
<surname>Pinchart</surname>
<affiliation><address><email>laurent.pinchart@ideasonboard.com</email></address></affiliation>
<contrib>Initial version.</contrib>
</author>
</authorgroup>
<copyright>
<year>2010</year>
<holder>Laurent Pinchart</holder>
</copyright>
<revhistory>
<!-- Put document revisions here, newest first. -->
<revision>
<revnumber>1.0.0</revnumber>
<date>2010-11-10</date>
<authorinitials>lp</authorinitials>
<revremark>Initial revision</revremark>
</revision>
</revhistory>
</partinfo>
<title>Media Controller API</title>
<chapter id="media_controller">
<title>Media Controller</title>
<section id="media-controller-intro">
<title>Introduction</title>
<para>Media devices increasingly handle multiple related functions. Many USB
cameras include microphones, video capture hardware can also output video,
or SoC camera interfaces also perform memory-to-memory operations similar to
video codecs.</para>
<para>Independent functions, even when implemented in the same hardware, can
be modelled as separate devices. A USB camera with a microphone will be
presented to userspace applications as V4L2 and ALSA capture devices. The
devices' relationships (when using a webcam, end-users shouldn't have to
manually select the associated USB microphone), while not made available
directly to applications by the drivers, can usually be retrieved from
sysfs.</para>
<para>With more and more advanced SoC devices being introduced, the current
approach will not scale. Device topologies are getting increasingly complex
and can't always be represented by a tree structure. Hardware blocks are
shared between different functions, creating dependencies between seemingly
unrelated devices.</para>
<para>Kernel abstraction APIs such as V4L2 and ALSA provide means for
applications to access hardware parameters. As newer hardware expose an
increasingly high number of those parameters, drivers need to guess what
applications really require based on limited information, thereby
implementing policies that belong to userspace.</para>
<para>The media controller API aims at solving those problems.</para>
</section>
<section id="media-controller-model">
<title>Media device model</title>
<para>Discovering a device internal topology, and configuring it at runtime,
is one of the goals of the media controller API. To achieve this, hardware
devices are modelled as an oriented graph of building blocks called entities
connected through pads.</para>
<para>An entity is a basic media hardware or software 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.</para>
<para>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.</para>
<para>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.</para>
</section>
</chapter>