linux_dsm_epyc7002/sound/pci/au88x0/au88x0_game.c
Sudip Mukherjee 70c84418bf ALSA: au88x0: pr_* replaced with dev_*
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>
2014-10-15 12:03:18 +02:00

135 lines
3.6 KiB
C

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