kernel-fxtec-pro1x/drivers/input/gameport/lightning.c
Tejun Heo 5a0e3ad6af include cleanup: Update gfp.h and slab.h includes to prepare for breaking implicit slab.h inclusion from percpu.h
percpu.h is included by sched.h and module.h and thus ends up being
included when building most .c files.  percpu.h includes slab.h which
in turn includes gfp.h making everything defined by the two files
universally available and complicating inclusion dependencies.

percpu.h -> slab.h dependency is about to be removed.  Prepare for
this change by updating users of gfp and slab facilities include those
headers directly instead of assuming availability.  As this conversion
needs to touch large number of source files, the following script is
used as the basis of conversion.

  http://userweb.kernel.org/~tj/misc/slabh-sweep.py

The script does the followings.

* Scan files for gfp and slab usages and update includes such that
  only the necessary includes are there.  ie. if only gfp is used,
  gfp.h, if slab is used, slab.h.

* When the script inserts a new include, it looks at the include
  blocks and try to put the new include such that its order conforms
  to its surrounding.  It's put in the include block which contains
  core kernel includes, in the same order that the rest are ordered -
  alphabetical, Christmas tree, rev-Xmas-tree or at the end if there
  doesn't seem to be any matching order.

* If the script can't find a place to put a new include (mostly
  because the file doesn't have fitting include block), it prints out
  an error message indicating which .h file needs to be added to the
  file.

The conversion was done in the following steps.

1. The initial automatic conversion of all .c files updated slightly
   over 4000 files, deleting around 700 includes and adding ~480 gfp.h
   and ~3000 slab.h inclusions.  The script emitted errors for ~400
   files.

2. Each error was manually checked.  Some didn't need the inclusion,
   some needed manual addition while adding it to implementation .h or
   embedding .c file was more appropriate for others.  This step added
   inclusions to around 150 files.

3. The script was run again and the output was compared to the edits
   from #2 to make sure no file was left behind.

4. Several build tests were done and a couple of problems were fixed.
   e.g. lib/decompress_*.c used malloc/free() wrappers around slab
   APIs requiring slab.h to be added manually.

5. The script was run on all .h files but without automatically
   editing them as sprinkling gfp.h and slab.h inclusions around .h
   files could easily lead to inclusion dependency hell.  Most gfp.h
   inclusion directives were ignored as stuff from gfp.h was usually
   wildly available and often used in preprocessor macros.  Each
   slab.h inclusion directive was examined and added manually as
   necessary.

6. percpu.h was updated not to include slab.h.

7. Build test were done on the following configurations and failures
   were fixed.  CONFIG_GCOV_KERNEL was turned off for all tests (as my
   distributed build env didn't work with gcov compiles) and a few
   more options had to be turned off depending on archs to make things
   build (like ipr on powerpc/64 which failed due to missing writeq).

   * x86 and x86_64 UP and SMP allmodconfig and a custom test config.
   * powerpc and powerpc64 SMP allmodconfig
   * sparc and sparc64 SMP allmodconfig
   * ia64 SMP allmodconfig
   * s390 SMP allmodconfig
   * alpha SMP allmodconfig
   * um on x86_64 SMP allmodconfig

8. percpu.h modifications were reverted so that it could be applied as
   a separate patch and serve as bisection point.

Given the fact that I had only a couple of failures from tests on step
6, I'm fairly confident about the coverage of this conversion patch.
If there is a breakage, it's likely to be something in one of the arch
headers which should be easily discoverable easily on most builds of
the specific arch.

Signed-off-by: Tejun Heo <tj@kernel.org>
Guess-its-ok-by: Christoph Lameter <cl@linux-foundation.org>
Cc: Ingo Molnar <mingo@redhat.com>
Cc: Lee Schermerhorn <Lee.Schermerhorn@hp.com>
2010-03-30 22:02:32 +09:00

341 lines
6.9 KiB
C

/*
* Copyright (c) 1998-2001 Vojtech Pavlik
*/
/*
* PDPI Lightning 4 gamecard driver for Linux.
*/
/*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Should you need to contact me, the author, you can do so either by
* e-mail - mail your message to <vojtech@ucw.cz>, or by paper mail:
* Vojtech Pavlik, Simunkova 1594, Prague 8, 182 00 Czech Republic
*/
#include <asm/io.h>
#include <linux/delay.h>
#include <linux/errno.h>
#include <linux/ioport.h>
#include <linux/kernel.h>
#include <linux/module.h>
#include <linux/init.h>
#include <linux/gameport.h>
#define L4_PORT 0x201
#define L4_SELECT_ANALOG 0xa4
#define L4_SELECT_DIGITAL 0xa5
#define L4_SELECT_SECONDARY 0xa6
#define L4_CMD_ID 0x80
#define L4_CMD_GETCAL 0x92
#define L4_CMD_SETCAL 0x93
#define L4_ID 0x04
#define L4_BUSY 0x01
#define L4_TIMEOUT 80 /* 80 us */
MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
MODULE_DESCRIPTION("PDPI Lightning 4 gamecard driver");
MODULE_LICENSE("GPL");
struct l4 {
struct gameport *gameport;
unsigned char port;
};
static struct l4 l4_ports[8];
/*
* l4_wait_ready() waits for the L4 to become ready.
*/
static int l4_wait_ready(void)
{
unsigned int t = L4_TIMEOUT;
while ((inb(L4_PORT) & L4_BUSY) && t > 0) t--;
return -(t <= 0);
}
/*
* l4_cooked_read() reads data from the Lightning 4.
*/
static int l4_cooked_read(struct gameport *gameport, int *axes, int *buttons)
{
struct l4 *l4 = gameport->port_data;
unsigned char status;
int i, result = -1;
outb(L4_SELECT_ANALOG, L4_PORT);
outb(L4_SELECT_DIGITAL + (l4->port >> 2), L4_PORT);
if (inb(L4_PORT) & L4_BUSY) goto fail;
outb(l4->port & 3, L4_PORT);
if (l4_wait_ready()) goto fail;
status = inb(L4_PORT);
for (i = 0; i < 4; i++)
if (status & (1 << i)) {
if (l4_wait_ready()) goto fail;
axes[i] = inb(L4_PORT);
if (axes[i] > 252) axes[i] = -1;
}
if (status & 0x10) {
if (l4_wait_ready()) goto fail;
*buttons = inb(L4_PORT) & 0x0f;
}
result = 0;
fail: outb(L4_SELECT_ANALOG, L4_PORT);
return result;
}
static int l4_open(struct gameport *gameport, int mode)
{
struct l4 *l4 = gameport->port_data;
if (l4->port != 0 && mode != GAMEPORT_MODE_COOKED)
return -1;
outb(L4_SELECT_ANALOG, L4_PORT);
return 0;
}
/*
* l4_getcal() reads the L4 with calibration values.
*/
static int l4_getcal(int port, int *cal)
{
int i, result = -1;
outb(L4_SELECT_ANALOG, L4_PORT);
outb(L4_SELECT_DIGITAL + (port >> 2), L4_PORT);
if (inb(L4_PORT) & L4_BUSY)
goto out;
outb(L4_CMD_GETCAL, L4_PORT);
if (l4_wait_ready())
goto out;
if (inb(L4_PORT) != L4_SELECT_DIGITAL + (port >> 2))
goto out;
if (l4_wait_ready())
goto out;
outb(port & 3, L4_PORT);
for (i = 0; i < 4; i++) {
if (l4_wait_ready())
goto out;
cal[i] = inb(L4_PORT);
}
result = 0;
out: outb(L4_SELECT_ANALOG, L4_PORT);
return result;
}
/*
* l4_setcal() programs the L4 with calibration values.
*/
static int l4_setcal(int port, int *cal)
{
int i, result = -1;
outb(L4_SELECT_ANALOG, L4_PORT);
outb(L4_SELECT_DIGITAL + (port >> 2), L4_PORT);
if (inb(L4_PORT) & L4_BUSY)
goto out;
outb(L4_CMD_SETCAL, L4_PORT);
if (l4_wait_ready())
goto out;
if (inb(L4_PORT) != L4_SELECT_DIGITAL + (port >> 2))
goto out;
if (l4_wait_ready())
goto out;
outb(port & 3, L4_PORT);
for (i = 0; i < 4; i++) {
if (l4_wait_ready())
goto out;
outb(cal[i], L4_PORT);
}
result = 0;
out: outb(L4_SELECT_ANALOG, L4_PORT);
return result;
}
/*
* l4_calibrate() calibrates the L4 for the attached device, so
* that the device's resistance fits into the L4's 8-bit range.
*/
static int l4_calibrate(struct gameport *gameport, int *axes, int *max)
{
int i, t;
int cal[4];
struct l4 *l4 = gameport->port_data;
if (l4_getcal(l4->port, cal))
return -1;
for (i = 0; i < 4; i++) {
t = (max[i] * cal[i]) / 200;
t = (t < 1) ? 1 : ((t > 255) ? 255 : t);
axes[i] = (axes[i] < 0) ? -1 : (axes[i] * cal[i]) / t;
axes[i] = (axes[i] > 252) ? 252 : axes[i];
cal[i] = t;
}
if (l4_setcal(l4->port, cal))
return -1;
return 0;
}
static int __init l4_create_ports(int card_no)
{
struct l4 *l4;
struct gameport *port;
int i, idx;
for (i = 0; i < 4; i++) {
idx = card_no * 4 + i;
l4 = &l4_ports[idx];
if (!(l4->gameport = port = gameport_allocate_port())) {
printk(KERN_ERR "lightning: Memory allocation failed\n");
while (--i >= 0) {
gameport_free_port(l4->gameport);
l4->gameport = NULL;
}
return -ENOMEM;
}
l4->port = idx;
port->port_data = l4;
port->open = l4_open;
port->cooked_read = l4_cooked_read;
port->calibrate = l4_calibrate;
gameport_set_name(port, "PDPI Lightning 4");
gameport_set_phys(port, "isa%04x/gameport%d", L4_PORT, idx);
if (idx == 0)
port->io = L4_PORT;
}
return 0;
}
static int __init l4_add_card(int card_no)
{
int cal[4] = { 255, 255, 255, 255 };
int i, rev, result;
struct l4 *l4;
outb(L4_SELECT_ANALOG, L4_PORT);
outb(L4_SELECT_DIGITAL + card_no, L4_PORT);
if (inb(L4_PORT) & L4_BUSY)
return -1;
outb(L4_CMD_ID, L4_PORT);
if (l4_wait_ready())
return -1;
if (inb(L4_PORT) != L4_SELECT_DIGITAL + card_no)
return -1;
if (l4_wait_ready())
return -1;
if (inb(L4_PORT) != L4_ID)
return -1;
if (l4_wait_ready())
return -1;
rev = inb(L4_PORT);
if (!rev)
return -1;
result = l4_create_ports(card_no);
if (result)
return result;
printk(KERN_INFO "gameport: PDPI Lightning 4 %s card v%d.%d at %#x\n",
card_no ? "secondary" : "primary", rev >> 4, rev, L4_PORT);
for (i = 0; i < 4; i++) {
l4 = &l4_ports[card_no * 4 + i];
if (rev > 0x28) /* on 2.9+ the setcal command works correctly */
l4_setcal(l4->port, cal);
gameport_register_port(l4->gameport);
}
return 0;
}
static int __init l4_init(void)
{
int i, cards = 0;
if (!request_region(L4_PORT, 1, "lightning"))
return -EBUSY;
for (i = 0; i < 2; i++)
if (l4_add_card(i) == 0)
cards++;
outb(L4_SELECT_ANALOG, L4_PORT);
if (!cards) {
release_region(L4_PORT, 1);
return -ENODEV;
}
return 0;
}
static void __exit l4_exit(void)
{
int i;
int cal[4] = { 59, 59, 59, 59 };
for (i = 0; i < 8; i++)
if (l4_ports[i].gameport) {
l4_setcal(l4_ports[i].port, cal);
gameport_unregister_port(l4_ports[i].gameport);
}
outb(L4_SELECT_ANALOG, L4_PORT);
release_region(L4_PORT, 1);
}
module_init(l4_init);
module_exit(l4_exit);