13 Jan
2023
13 Jan
'23
6:05 p.m.
- sdw_data->sdw_stream[stream_id] = substream;
- size = params_buffer_bytes(params);
- period_bytes = params_period_bytes(params);
- sdw_stream_data->dma_addr = substream->runtime->dma_addr;
- sdw_stream_data->num_pages = (PAGE_ALIGN(size) >> PAGE_SHIFT);
- acp63_config_dma(sdw_stream_data, stream_id);
- ret = acp63_configure_sdw_ringbuffer(sdw_stream_data->acp_base, stream_id, size);
- if (ret) {
dev_err(component->dev, "Invalid channel type\n");
return -EINVAL;
- }
- switch (stream_id) {
- case ACP_SDW_AUDIO_TX:
water_mark_size_reg = ACP_AUDIO_TX_INTR_WATERMARK_SIZE;
irq_mask = BIT(ACP_AUDIO_TX_THRESHOLD);
acp_ext_intr_cntl_reg = ACP_EXTERNAL_INTR_CNTL;
break;
so there's ONE resource to deal with external codecs? How does this work if you have a headset codec and an amplifier?
Are you referring to playing a same stream over headset codec and amplifier? It's all about channel selection from DMA perspective. We have tested speaker aggregation and headset playback use cases.
No, I wasn't asking about playing the same content to different sinks.
I was referring to playing/recording different content to/from different devices.
Even when interfacing with a single device, there are interesting topologies in the SDCA spec that would require multiple DMA transfers conveying unrelated content (or processed content from the same source).