cachepc-linux

Fork of AMDESE/linux with modifications for CachePC side-channel attack
git clone https://git.sinitax.com/sinitax/cachepc-linux
Log | Files | Refs | README | LICENSE | sfeed.txt

gameport-programming.rst (6489B)


      1~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      2Programming gameport drivers
      3~~~~~~~~~~~~~~~~~~~~~~~~~~~~
      4
      5A basic classic gameport
      6~~~~~~~~~~~~~~~~~~~~~~~~
      7
      8If the gameport doesn't provide more than the inb()/outb() functionality,
      9the code needed to register it with the joystick drivers is simple::
     10
     11	struct gameport gameport;
     12
     13	gameport.io = MY_IO_ADDRESS;
     14	gameport_register_port(&gameport);
     15
     16Make sure struct gameport is initialized to 0 in all other fields. The
     17gameport generic code will take care of the rest.
     18
     19If your hardware supports more than one io address, and your driver can
     20choose which one to program the hardware to, starting from the more exotic
     21addresses is preferred, because the likelihood of clashing with the standard
     220x201 address is smaller.
     23
     24E.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then
     250x218 would be the address of first choice.
     26
     27If your hardware supports a gameport address that is not mapped to ISA io
     28space (is above 0x1000), use that one, and don't map the ISA mirror.
     29
     30Also, always request_region() on the whole io space occupied by the
     31gameport. Although only one ioport is really used, the gameport usually
     32occupies from one to sixteen addresses in the io space.
     33
     34Please also consider enabling the gameport on the card in the ->open()
     35callback if the io is mapped to ISA space - this way it'll occupy the io
     36space only when something really is using it. Disable it again in the
     37->close() callback. You also can select the io address in the ->open()
     38callback, so that it doesn't fail if some of the possible addresses are
     39already occupied by other gameports.
     40
     41Memory mapped gameport
     42~~~~~~~~~~~~~~~~~~~~~~
     43
     44When a gameport can be accessed through MMIO, this way is preferred, because
     45it is faster, allowing more reads per second. Registering such a gameport
     46isn't as easy as a basic IO one, but not so much complex::
     47
     48	struct gameport gameport;
     49
     50	void my_trigger(struct gameport *gameport)
     51	{
     52		my_mmio = 0xff;
     53	}
     54
     55	unsigned char my_read(struct gameport *gameport)
     56	{
     57		return my_mmio;
     58	}
     59
     60	gameport.read = my_read;
     61	gameport.trigger = my_trigger;
     62	gameport_register_port(&gameport);
     63
     64.. _gameport_pgm_cooked_mode:
     65
     66Cooked mode gameport
     67~~~~~~~~~~~~~~~~~~~~
     68
     69There are gameports that can report the axis values as numbers, that means
     70the driver doesn't have to measure them the old way - an ADC is built into
     71the gameport. To register a cooked gameport::
     72
     73	struct gameport gameport;
     74
     75	int my_cooked_read(struct gameport *gameport, int *axes, int *buttons)
     76	{
     77		int i;
     78
     79		for (i = 0; i < 4; i++)
     80			axes[i] = my_mmio[i];
     81		buttons[0] = my_mmio[4];
     82	}
     83
     84	int my_open(struct gameport *gameport, int mode)
     85	{
     86		return -(mode != GAMEPORT_MODE_COOKED);
     87	}
     88
     89	gameport.cooked_read = my_cooked_read;
     90	gameport.open = my_open;
     91	gameport.fuzz = 8;
     92	gameport_register_port(&gameport);
     93
     94The only confusing thing here is the fuzz value. Best determined by
     95experimentation, it is the amount of noise in the ADC data. Perfect
     96gameports can set this to zero, most common have fuzz between 8 and 32.
     97See analog.c and input.c for handling of fuzz - the fuzz value determines
     98the size of a gaussian filter window that is used to eliminate the noise
     99in the data.
    100
    101More complex gameports
    102~~~~~~~~~~~~~~~~~~~~~~
    103
    104Gameports can support both raw and cooked modes. In that case combine either
    105examples 1+2 or 1+3. Gameports can support internal calibration - see below,
    106and also lightning.c and analog.c on how that works. If your driver supports
    107more than one gameport instance simultaneously, use the ->private member of
    108the gameport struct to point to your data.
    109
    110Unregistering a gameport
    111~~~~~~~~~~~~~~~~~~~~~~~~
    112
    113Simple::
    114
    115    gameport_unregister_port(&gameport);
    116
    117The gameport structure
    118~~~~~~~~~~~~~~~~~~~~~~
    119
    120::
    121
    122    struct gameport {
    123
    124	void *port_data;
    125
    126A private pointer for free use in the gameport driver. (Not the joystick
    127driver!)
    128
    129::
    130
    131	char name[32];
    132
    133Driver's name as set by driver calling gameport_set_name(). Informational
    134purpose only.
    135
    136::
    137
    138	char phys[32];
    139
    140gameport's physical name/description as set by driver calling gameport_set_phys().
    141Informational purpose only.
    142
    143::
    144
    145	int io;
    146
    147I/O address for use with raw mode. You have to either set this, or ->read()
    148to some value if your gameport supports raw mode.
    149
    150::
    151
    152	int speed;
    153
    154Raw mode speed of the gameport reads in thousands of reads per second.
    155
    156::
    157
    158	int fuzz;
    159
    160If the gameport supports cooked mode, this should be set to a value that
    161represents the amount of noise in the data. See
    162:ref:`gameport_pgm_cooked_mode`.
    163
    164::
    165
    166	void (*trigger)(struct gameport *);
    167
    168Trigger. This function should trigger the ns558 oneshots. If set to NULL,
    169outb(0xff, io) will be used.
    170
    171::
    172
    173	unsigned char (*read)(struct gameport *);
    174
    175Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be
    176used instead.
    177
    178::
    179
    180	int (*cooked_read)(struct gameport *, int *axes, int *buttons);
    181
    182If the gameport supports cooked mode, it should point this to its cooked
    183read function. It should fill axes[0..3] with four values of the joystick axes
    184and buttons[0] with four bits representing the buttons.
    185
    186::
    187
    188	int (*calibrate)(struct gameport *, int *axes, int *max);
    189
    190Function for calibrating the ADC hardware. When called, axes[0..3] should be
    191pre-filled by cooked data by the caller, max[0..3] should be pre-filled with
    192expected maximums for each axis. The calibrate() function should set the
    193sensitivity of the ADC hardware so that the maximums fit in its range and
    194recompute the axes[] values to match the new sensitivity or re-read them from
    195the hardware so that they give valid values.
    196
    197::
    198
    199	int (*open)(struct gameport *, int mode);
    200
    201Open() serves two purposes. First a driver either opens the port in raw or
    202in cooked mode, the open() callback can decide which modes are supported.
    203Second, resource allocation can happen here. The port can also be enabled
    204here. Prior to this call, other fields of the gameport struct (namely the io
    205member) need not to be valid.
    206
    207::
    208
    209	void (*close)(struct gameport *);
    210
    211Close() should free the resources allocated by open, possibly disabling the
    212gameport.
    213
    214::
    215
    216	struct timer_list poll_timer;
    217	unsigned int poll_interval;     /* in msecs */
    218	spinlock_t timer_lock;
    219	unsigned int poll_cnt;
    220	void (*poll_handler)(struct gameport *);
    221	struct gameport *parent, *child;
    222	struct gameport_driver *drv;
    223	struct mutex drv_mutex;		/* protects serio->drv so attributes can pin driver */
    224	struct device dev;
    225	struct list_head node;
    226
    227For internal use by the gameport layer.
    228
    229::
    230
    231    };
    232
    233Enjoy!