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70c84418bf
pr_* macros replaced with dev_* as they are more preffered over pr_*. each file which had pr_* was reviewed manually and replaced with dev_*. here we have actually used the reference of the vortex which was added to some functions in the previous patch of this series. The prefix of the CARD_NAME and prefix of "vortex:" was also removed as the dev_* will print the device name. Signed-off-by: Sudip Mukherjee <sudip@vectorindia.org> Signed-off-by: Takashi Iwai <tiwai@suse.de>
135 lines
3.6 KiB
C
135 lines
3.6 KiB
C
/*
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* Manuel Jander.
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*
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* Based on the work of:
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* Vojtech Pavlik
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* Raymond Ingles
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Should you need to contact me, the author, you can do so either by
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* e-mail - mail your message to <vojtech@suse.cz>, or by paper mail:
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* Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
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*
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* Based 90% on Vojtech Pavlik pcigame driver.
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* Merged and modified by Manuel Jander, for the OpenVortex
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* driver. (email: mjander@embedded.cl).
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*/
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#include <linux/time.h>
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#include <linux/delay.h>
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#include <linux/init.h>
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#include <sound/core.h>
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#include "au88x0.h"
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#include <linux/gameport.h>
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#include <linux/export.h>
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#if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
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#define VORTEX_GAME_DWAIT 20 /* 20 ms */
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static unsigned char vortex_game_read(struct gameport *gameport)
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{
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vortex_t *vortex = gameport_get_port_data(gameport);
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return hwread(vortex->mmio, VORTEX_GAME_LEGACY);
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}
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static void vortex_game_trigger(struct gameport *gameport)
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{
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vortex_t *vortex = gameport_get_port_data(gameport);
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hwwrite(vortex->mmio, VORTEX_GAME_LEGACY, 0xff);
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}
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static int
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vortex_game_cooked_read(struct gameport *gameport, int *axes, int *buttons)
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{
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vortex_t *vortex = gameport_get_port_data(gameport);
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int i;
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*buttons = (~hwread(vortex->mmio, VORTEX_GAME_LEGACY) >> 4) & 0xf;
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for (i = 0; i < 4; i++) {
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axes[i] =
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hwread(vortex->mmio, VORTEX_GAME_AXIS + (i * AXIS_SIZE));
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if (axes[i] == AXIS_RANGE)
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axes[i] = -1;
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}
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return 0;
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}
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static int vortex_game_open(struct gameport *gameport, int mode)
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{
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vortex_t *vortex = gameport_get_port_data(gameport);
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switch (mode) {
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case GAMEPORT_MODE_COOKED:
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hwwrite(vortex->mmio, VORTEX_CTRL2,
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hwread(vortex->mmio,
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VORTEX_CTRL2) | CTRL2_GAME_ADCMODE);
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msleep(VORTEX_GAME_DWAIT);
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return 0;
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case GAMEPORT_MODE_RAW:
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hwwrite(vortex->mmio, VORTEX_CTRL2,
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hwread(vortex->mmio,
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VORTEX_CTRL2) & ~CTRL2_GAME_ADCMODE);
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return 0;
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default:
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return -1;
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}
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return 0;
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}
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static int vortex_gameport_register(vortex_t *vortex)
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{
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struct gameport *gp;
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vortex->gameport = gp = gameport_allocate_port();
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if (!gp) {
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dev_err(vortex->card->dev,
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"cannot allocate memory for gameport\n");
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return -ENOMEM;
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}
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gameport_set_name(gp, "AU88x0 Gameport");
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gameport_set_phys(gp, "pci%s/gameport0", pci_name(vortex->pci_dev));
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gameport_set_dev_parent(gp, &vortex->pci_dev->dev);
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gp->read = vortex_game_read;
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gp->trigger = vortex_game_trigger;
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gp->cooked_read = vortex_game_cooked_read;
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gp->open = vortex_game_open;
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gameport_set_port_data(gp, vortex);
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gp->fuzz = 64;
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gameport_register_port(gp);
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return 0;
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}
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static void vortex_gameport_unregister(vortex_t * vortex)
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{
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if (vortex->gameport) {
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gameport_unregister_port(vortex->gameport);
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vortex->gameport = NULL;
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}
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}
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#else
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static inline int vortex_gameport_register(vortex_t * vortex) { return -ENOSYS; }
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static inline void vortex_gameport_unregister(vortex_t * vortex) { }
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#endif
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