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
30static 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
36static 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
42static int
43vortex_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
59static 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
82static 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
110static 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
119static inline int vortex_gameport_register(vortex_t * vortex) { return -ENOSYS; }
120static inline void vortex_gameport_unregister(vortex_t * vortex) { }
121#endif
122