On 13/01/23 22:35, Pierre-Louis Bossart wrote: >>>> + 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. Yes , it's possible. We have tested parallel RX and TX streams. Please refer patch 2 review comments reply. For ex, speaker playback we are using Audio_TX Channel whereas for Headset playback we are using Headset_Tx channel. > > 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). >