1*4882a593Smuzhiyun // SPDX-License-Identifier: GPL-2.0-or-later
2*4882a593Smuzhiyun /*
3*4882a593Smuzhiyun * Manuel Jander.
4*4882a593Smuzhiyun *
5*4882a593Smuzhiyun * Based on the work of:
6*4882a593Smuzhiyun * Vojtech Pavlik
7*4882a593Smuzhiyun * Raymond Ingles
8*4882a593Smuzhiyun *
9*4882a593Smuzhiyun * Should you need to contact me, the author, you can do so either by
10*4882a593Smuzhiyun * e-mail - mail your message to <vojtech@suse.cz>, or by paper mail:
11*4882a593Smuzhiyun * Vojtech Pavlik, Ucitelska 1576, Prague 8, 182 00 Czech Republic
12*4882a593Smuzhiyun *
13*4882a593Smuzhiyun * Based 90% on Vojtech Pavlik pcigame driver.
14*4882a593Smuzhiyun * Merged and modified by Manuel Jander, for the OpenVortex
15*4882a593Smuzhiyun * driver. (email: mjander@embedded.cl).
16*4882a593Smuzhiyun */
17*4882a593Smuzhiyun
18*4882a593Smuzhiyun #include <linux/time.h>
19*4882a593Smuzhiyun #include <linux/delay.h>
20*4882a593Smuzhiyun #include <linux/init.h>
21*4882a593Smuzhiyun #include <sound/core.h>
22*4882a593Smuzhiyun #include "au88x0.h"
23*4882a593Smuzhiyun #include <linux/gameport.h>
24*4882a593Smuzhiyun #include <linux/export.h>
25*4882a593Smuzhiyun
26*4882a593Smuzhiyun #if IS_REACHABLE(CONFIG_GAMEPORT)
27*4882a593Smuzhiyun
28*4882a593Smuzhiyun #define VORTEX_GAME_DWAIT 20 /* 20 ms */
29*4882a593Smuzhiyun
vortex_game_read(struct gameport * gameport)30*4882a593Smuzhiyun static unsigned char vortex_game_read(struct gameport *gameport)
31*4882a593Smuzhiyun {
32*4882a593Smuzhiyun vortex_t *vortex = gameport_get_port_data(gameport);
33*4882a593Smuzhiyun return hwread(vortex->mmio, VORTEX_GAME_LEGACY);
34*4882a593Smuzhiyun }
35*4882a593Smuzhiyun
vortex_game_trigger(struct gameport * gameport)36*4882a593Smuzhiyun static void vortex_game_trigger(struct gameport *gameport)
37*4882a593Smuzhiyun {
38*4882a593Smuzhiyun vortex_t *vortex = gameport_get_port_data(gameport);
39*4882a593Smuzhiyun hwwrite(vortex->mmio, VORTEX_GAME_LEGACY, 0xff);
40*4882a593Smuzhiyun }
41*4882a593Smuzhiyun
42*4882a593Smuzhiyun static int
vortex_game_cooked_read(struct gameport * gameport,int * axes,int * buttons)43*4882a593Smuzhiyun vortex_game_cooked_read(struct gameport *gameport, int *axes, int *buttons)
44*4882a593Smuzhiyun {
45*4882a593Smuzhiyun vortex_t *vortex = gameport_get_port_data(gameport);
46*4882a593Smuzhiyun int i;
47*4882a593Smuzhiyun
48*4882a593Smuzhiyun *buttons = (~hwread(vortex->mmio, VORTEX_GAME_LEGACY) >> 4) & 0xf;
49*4882a593Smuzhiyun
50*4882a593Smuzhiyun for (i = 0; i < 4; i++) {
51*4882a593Smuzhiyun axes[i] =
52*4882a593Smuzhiyun hwread(vortex->mmio, VORTEX_GAME_AXIS + (i * AXIS_SIZE));
53*4882a593Smuzhiyun if (axes[i] == AXIS_RANGE)
54*4882a593Smuzhiyun axes[i] = -1;
55*4882a593Smuzhiyun }
56*4882a593Smuzhiyun return 0;
57*4882a593Smuzhiyun }
58*4882a593Smuzhiyun
vortex_game_open(struct gameport * gameport,int mode)59*4882a593Smuzhiyun static int vortex_game_open(struct gameport *gameport, int mode)
60*4882a593Smuzhiyun {
61*4882a593Smuzhiyun vortex_t *vortex = gameport_get_port_data(gameport);
62*4882a593Smuzhiyun
63*4882a593Smuzhiyun switch (mode) {
64*4882a593Smuzhiyun case GAMEPORT_MODE_COOKED:
65*4882a593Smuzhiyun hwwrite(vortex->mmio, VORTEX_CTRL2,
66*4882a593Smuzhiyun hwread(vortex->mmio,
67*4882a593Smuzhiyun VORTEX_CTRL2) | CTRL2_GAME_ADCMODE);
68*4882a593Smuzhiyun msleep(VORTEX_GAME_DWAIT);
69*4882a593Smuzhiyun return 0;
70*4882a593Smuzhiyun case GAMEPORT_MODE_RAW:
71*4882a593Smuzhiyun hwwrite(vortex->mmio, VORTEX_CTRL2,
72*4882a593Smuzhiyun hwread(vortex->mmio,
73*4882a593Smuzhiyun VORTEX_CTRL2) & ~CTRL2_GAME_ADCMODE);
74*4882a593Smuzhiyun return 0;
75*4882a593Smuzhiyun default:
76*4882a593Smuzhiyun return -1;
77*4882a593Smuzhiyun }
78*4882a593Smuzhiyun
79*4882a593Smuzhiyun return 0;
80*4882a593Smuzhiyun }
81*4882a593Smuzhiyun
vortex_gameport_register(vortex_t * vortex)82*4882a593Smuzhiyun static int vortex_gameport_register(vortex_t *vortex)
83*4882a593Smuzhiyun {
84*4882a593Smuzhiyun struct gameport *gp;
85*4882a593Smuzhiyun
86*4882a593Smuzhiyun vortex->gameport = gp = gameport_allocate_port();
87*4882a593Smuzhiyun if (!gp) {
88*4882a593Smuzhiyun dev_err(vortex->card->dev,
89*4882a593Smuzhiyun "cannot allocate memory for gameport\n");
90*4882a593Smuzhiyun return -ENOMEM;
91*4882a593Smuzhiyun }
92*4882a593Smuzhiyun
93*4882a593Smuzhiyun gameport_set_name(gp, "AU88x0 Gameport");
94*4882a593Smuzhiyun gameport_set_phys(gp, "pci%s/gameport0", pci_name(vortex->pci_dev));
95*4882a593Smuzhiyun gameport_set_dev_parent(gp, &vortex->pci_dev->dev);
96*4882a593Smuzhiyun
97*4882a593Smuzhiyun gp->read = vortex_game_read;
98*4882a593Smuzhiyun gp->trigger = vortex_game_trigger;
99*4882a593Smuzhiyun gp->cooked_read = vortex_game_cooked_read;
100*4882a593Smuzhiyun gp->open = vortex_game_open;
101*4882a593Smuzhiyun
102*4882a593Smuzhiyun gameport_set_port_data(gp, vortex);
103*4882a593Smuzhiyun gp->fuzz = 64;
104*4882a593Smuzhiyun
105*4882a593Smuzhiyun gameport_register_port(gp);
106*4882a593Smuzhiyun
107*4882a593Smuzhiyun return 0;
108*4882a593Smuzhiyun }
109*4882a593Smuzhiyun
vortex_gameport_unregister(vortex_t * vortex)110*4882a593Smuzhiyun static void vortex_gameport_unregister(vortex_t * vortex)
111*4882a593Smuzhiyun {
112*4882a593Smuzhiyun if (vortex->gameport) {
113*4882a593Smuzhiyun gameport_unregister_port(vortex->gameport);
114*4882a593Smuzhiyun vortex->gameport = NULL;
115*4882a593Smuzhiyun }
116*4882a593Smuzhiyun }
117*4882a593Smuzhiyun
118*4882a593Smuzhiyun #else
vortex_gameport_register(vortex_t * vortex)119*4882a593Smuzhiyun static inline int vortex_gameport_register(vortex_t * vortex) { return -ENOSYS; }
vortex_gameport_unregister(vortex_t * vortex)120*4882a593Smuzhiyun static inline void vortex_gameport_unregister(vortex_t * vortex) { }
121*4882a593Smuzhiyun #endif
122