1 // SPDX-License-Identifier: GPL-2.0-or-later
2 /*
3 * Manuel Jander.
4 *
5 * Based on the work of:
6 * Vojtech Pavlik
7 * Raymond Ingles
8 *
9 * Should you need to contact me, the author, you can do so either by
10 * e-mail - mail your message to <vojtech@suse.cz>, or by paper mail:
11 * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
12 *
13 * Based 90% on Vojtech Pavlik pcigame driver.
14 * Merged and modified by Manuel Jander, for the OpenVortex
15 * driver. (email: mjander@embedded.cl).
16 */
17
18 #include <linux/time.h>
19 #include <linux/delay.h>
20 #include <linux/init.h>
21 #include <sound/core.h>
22 #include "au88x0.h"
23 #include <linux/gameport.h>
24 #include <linux/export.h>
25
26 #if IS_REACHABLE(CONFIG_GAMEPORT)
27
28 #define VORTEX_GAME_DWAIT 20 /* 20 ms */
29
vortex_game_read(struct gameport * gameport)30 static unsigned char vortex_game_read(struct gameport *gameport)
31 {
32 vortex_t *vortex = gameport_get_port_data(gameport);
33 return hwread(vortex->mmio, VORTEX_GAME_LEGACY);
34 }
35
vortex_game_trigger(struct gameport * gameport)36 static void vortex_game_trigger(struct gameport *gameport)
37 {
38 vortex_t *vortex = gameport_get_port_data(gameport);
39 hwwrite(vortex->mmio, VORTEX_GAME_LEGACY, 0xff);
40 }
41
42 static int
vortex_game_cooked_read(struct gameport * gameport,int * axes,int * buttons)43 vortex_game_cooked_read(struct gameport *gameport, int *axes, int *buttons)
44 {
45 vortex_t *vortex = gameport_get_port_data(gameport);
46 int i;
47
48 *buttons = (~hwread(vortex->mmio, VORTEX_GAME_LEGACY) >> 4) & 0xf;
49
50 for (i = 0; i < 4; i++) {
51 axes[i] =
52 hwread(vortex->mmio, VORTEX_GAME_AXIS + (i * AXIS_SIZE));
53 if (axes[i] == AXIS_RANGE)
54 axes[i] = -1;
55 }
56 return 0;
57 }
58
vortex_game_open(struct gameport * gameport,int mode)59 static int vortex_game_open(struct gameport *gameport, int mode)
60 {
61 vortex_t *vortex = gameport_get_port_data(gameport);
62
63 switch (mode) {
64 case GAMEPORT_MODE_COOKED:
65 hwwrite(vortex->mmio, VORTEX_CTRL2,
66 hwread(vortex->mmio,
67 VORTEX_CTRL2) | CTRL2_GAME_ADCMODE);
68 msleep(VORTEX_GAME_DWAIT);
69 return 0;
70 case GAMEPORT_MODE_RAW:
71 hwwrite(vortex->mmio, VORTEX_CTRL2,
72 hwread(vortex->mmio,
73 VORTEX_CTRL2) & ~CTRL2_GAME_ADCMODE);
74 return 0;
75 default:
76 return -1;
77 }
78
79 return 0;
80 }
81
vortex_gameport_register(vortex_t * vortex)82 static int vortex_gameport_register(vortex_t *vortex)
83 {
84 struct gameport *gp;
85
86 vortex->gameport = gp = gameport_allocate_port();
87 if (!gp) {
88 dev_err(vortex->card->dev,
89 "cannot allocate memory for gameport\n");
90 return -ENOMEM;
91 }
92
93 gameport_set_name(gp, "AU88x0 Gameport");
94 gameport_set_phys(gp, "pci%s/gameport0", pci_name(vortex->pci_dev));
95 gameport_set_dev_parent(gp, &vortex->pci_dev->dev);
96
97 gp->read = vortex_game_read;
98 gp->trigger = vortex_game_trigger;
99 gp->cooked_read = vortex_game_cooked_read;
100 gp->open = vortex_game_open;
101
102 gameport_set_port_data(gp, vortex);
103 gp->fuzz = 64;
104
105 gameport_register_port(gp);
106
107 return 0;
108 }
109
vortex_gameport_unregister(vortex_t * vortex)110 static void vortex_gameport_unregister(vortex_t * vortex)
111 {
112 if (vortex->gameport) {
113 gameport_unregister_port(vortex->gameport);
114 vortex->gameport = NULL;
115 }
116 }
117
118 #else
vortex_gameport_register(vortex_t * vortex)119 static inline int vortex_gameport_register(vortex_t * vortex) { return -ENOSYS; }
vortex_gameport_unregister(vortex_t * vortex)120 static inline void vortex_gameport_unregister(vortex_t * vortex) { }
121 #endif
122