xref: /OK3568_Linux_fs/kernel/sound/pci/au88x0/au88x0_game.c (revision 4882a59341e53eb6f0b4789bf948001014eff981)
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