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https://github.com/AuxXxilium/linux_dsm_epyc7002.git
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d81a6d7176
These aren't modules, but they do make use of these macros, so they will need export.h to get that definition. Previously, they got it via the implicit module.h inclusion. Signed-off-by: Paul Gortmaker <paul.gortmaker@windriver.com>
134 lines
3.6 KiB
C
134 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 __devinit 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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printk(KERN_ERR "vortex: 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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