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