cachepc-linux

Fork of AMDESE/linux with modifications for CachePC side-channel attack
git clone https://git.sinitax.com/sinitax/cachepc-linux
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gameport.h (5549B)


      1/* SPDX-License-Identifier: GPL-2.0-only */
      2/*
      3 *  Copyright (c) 1999-2002 Vojtech Pavlik
      4 */
      5#ifndef _GAMEPORT_H
      6#define _GAMEPORT_H
      7
      8#include <asm/io.h>
      9#include <linux/types.h>
     10#include <linux/list.h>
     11#include <linux/mutex.h>
     12#include <linux/device.h>
     13#include <linux/timer.h>
     14#include <linux/slab.h>
     15#include <uapi/linux/gameport.h>
     16
     17struct gameport {
     18
     19	void *port_data;	/* Private pointer for gameport drivers */
     20	char name[32];
     21	char phys[32];
     22
     23	int io;
     24	int speed;
     25	int fuzz;
     26
     27	void (*trigger)(struct gameport *);
     28	unsigned char (*read)(struct gameport *);
     29	int (*cooked_read)(struct gameport *, int *, int *);
     30	int (*calibrate)(struct gameport *, int *, int *);
     31	int (*open)(struct gameport *, int);
     32	void (*close)(struct gameport *);
     33
     34	struct timer_list poll_timer;
     35	unsigned int poll_interval;	/* in msecs */
     36	spinlock_t timer_lock;
     37	unsigned int poll_cnt;
     38	void (*poll_handler)(struct gameport *);
     39
     40	struct gameport *parent, *child;
     41
     42	struct gameport_driver *drv;
     43	struct mutex drv_mutex;		/* protects serio->drv so attributes can pin driver */
     44
     45	struct device dev;
     46
     47	struct list_head node;
     48};
     49#define to_gameport_port(d)	container_of(d, struct gameport, dev)
     50
     51struct gameport_driver {
     52	const char *description;
     53
     54	int (*connect)(struct gameport *, struct gameport_driver *drv);
     55	int (*reconnect)(struct gameport *);
     56	void (*disconnect)(struct gameport *);
     57
     58	struct device_driver driver;
     59
     60	bool ignore;
     61};
     62#define to_gameport_driver(d)	container_of(d, struct gameport_driver, driver)
     63
     64int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode);
     65void gameport_close(struct gameport *gameport);
     66
     67#if defined(CONFIG_GAMEPORT) || (defined(MODULE) && defined(CONFIG_GAMEPORT_MODULE))
     68
     69void __gameport_register_port(struct gameport *gameport, struct module *owner);
     70/* use a define to avoid include chaining to get THIS_MODULE */
     71#define gameport_register_port(gameport) \
     72	__gameport_register_port(gameport, THIS_MODULE)
     73
     74void gameport_unregister_port(struct gameport *gameport);
     75
     76__printf(2, 3)
     77void gameport_set_phys(struct gameport *gameport, const char *fmt, ...);
     78
     79#else
     80
     81static inline void gameport_register_port(struct gameport *gameport)
     82{
     83	return;
     84}
     85
     86static inline void gameport_unregister_port(struct gameport *gameport)
     87{
     88	return;
     89}
     90
     91static inline __printf(2, 3)
     92void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
     93{
     94	return;
     95}
     96
     97#endif
     98
     99static inline struct gameport *gameport_allocate_port(void)
    100{
    101	struct gameport *gameport = kzalloc(sizeof(struct gameport), GFP_KERNEL);
    102
    103	return gameport;
    104}
    105
    106static inline void gameport_free_port(struct gameport *gameport)
    107{
    108	kfree(gameport);
    109}
    110
    111static inline void gameport_set_name(struct gameport *gameport, const char *name)
    112{
    113	strlcpy(gameport->name, name, sizeof(gameport->name));
    114}
    115
    116/*
    117 * Use the following functions to manipulate gameport's per-port
    118 * driver-specific data.
    119 */
    120static inline void *gameport_get_drvdata(struct gameport *gameport)
    121{
    122	return dev_get_drvdata(&gameport->dev);
    123}
    124
    125static inline void gameport_set_drvdata(struct gameport *gameport, void *data)
    126{
    127	dev_set_drvdata(&gameport->dev, data);
    128}
    129
    130/*
    131 * Use the following functions to pin gameport's driver in process context
    132 */
    133static inline int gameport_pin_driver(struct gameport *gameport)
    134{
    135	return mutex_lock_interruptible(&gameport->drv_mutex);
    136}
    137
    138static inline void gameport_unpin_driver(struct gameport *gameport)
    139{
    140	mutex_unlock(&gameport->drv_mutex);
    141}
    142
    143int __must_check __gameport_register_driver(struct gameport_driver *drv,
    144				struct module *owner, const char *mod_name);
    145
    146/* use a define to avoid include chaining to get THIS_MODULE & friends */
    147#define gameport_register_driver(drv) \
    148	__gameport_register_driver(drv, THIS_MODULE, KBUILD_MODNAME)
    149
    150void gameport_unregister_driver(struct gameport_driver *drv);
    151
    152/**
    153 * module_gameport_driver() - Helper macro for registering a gameport driver
    154 * @__gameport_driver: gameport_driver struct
    155 *
    156 * Helper macro for gameport drivers which do not do anything special in
    157 * module init/exit. This eliminates a lot of boilerplate. Each module may
    158 * only use this macro once, and calling it replaces module_init() and
    159 * module_exit().
    160 */
    161#define module_gameport_driver(__gameport_driver) \
    162	module_driver(__gameport_driver, gameport_register_driver, \
    163		       gameport_unregister_driver)
    164
    165
    166static inline void gameport_trigger(struct gameport *gameport)
    167{
    168	if (gameport->trigger)
    169		gameport->trigger(gameport);
    170	else
    171		outb(0xff, gameport->io);
    172}
    173
    174static inline unsigned char gameport_read(struct gameport *gameport)
    175{
    176	if (gameport->read)
    177		return gameport->read(gameport);
    178	else
    179		return inb(gameport->io);
    180}
    181
    182static inline int gameport_cooked_read(struct gameport *gameport, int *axes, int *buttons)
    183{
    184	if (gameport->cooked_read)
    185		return gameport->cooked_read(gameport, axes, buttons);
    186	else
    187		return -1;
    188}
    189
    190static inline int gameport_calibrate(struct gameport *gameport, int *axes, int *max)
    191{
    192	if (gameport->calibrate)
    193		return gameport->calibrate(gameport, axes, max);
    194	else
    195		return -1;
    196}
    197
    198static inline int gameport_time(struct gameport *gameport, int time)
    199{
    200	return (time * gameport->speed) / 1000;
    201}
    202
    203static inline void gameport_set_poll_handler(struct gameport *gameport, void (*handler)(struct gameport *))
    204{
    205	gameport->poll_handler = handler;
    206}
    207
    208static inline void gameport_set_poll_interval(struct gameport *gameport, unsigned int msecs)
    209{
    210	gameport->poll_interval = msecs;
    211}
    212
    213void gameport_start_polling(struct gameport *gameport);
    214void gameport_stop_polling(struct gameport *gameport);
    215
    216#endif