Commit f23488b2 authored by Vojtech Pavlik's avatar Vojtech Pavlik Committed by Dmitry Torokhov

Input: Kill Aureal Vortex 1/2 gameport driver. ALSA Aureal driver

       offers the gameport part already.
Signed-off-by: default avatarVojtech Pavlik <vojtech@suse.cz>
Signed-off-by: default avatarDmitry Torokhov <dtor@mail.ru>
parent e8eef577
...@@ -49,16 +49,6 @@ config GAMEPORT_EMU10K1 ...@@ -49,16 +49,6 @@ config GAMEPORT_EMU10K1
To compile this driver as a module, choose M here: the To compile this driver as a module, choose M here: the
module will be called emu10k1-gp. module will be called emu10k1-gp.
config GAMEPORT_VORTEX
tristate "Aureal Vortex, Vortex 2 gameport support"
depends on PCI
help
Say Y here if you have an Aureal Vortex 1 or 2 card and want
to use its gameport.
To compile this driver as a module, choose M here: the
module will be called vortex.
config GAMEPORT_FM801 config GAMEPORT_FM801
tristate "ForteMedia FM801 gameport support" tristate "ForteMedia FM801 gameport support"
depends on PCI depends on PCI
......
...@@ -9,4 +9,3 @@ obj-$(CONFIG_GAMEPORT_EMU10K1) += emu10k1-gp.o ...@@ -9,4 +9,3 @@ obj-$(CONFIG_GAMEPORT_EMU10K1) += emu10k1-gp.o
obj-$(CONFIG_GAMEPORT_FM801) += fm801-gp.o obj-$(CONFIG_GAMEPORT_FM801) += fm801-gp.o
obj-$(CONFIG_GAMEPORT_L4) += lightning.o obj-$(CONFIG_GAMEPORT_L4) += lightning.o
obj-$(CONFIG_GAMEPORT_NS558) += ns558.o obj-$(CONFIG_GAMEPORT_NS558) += ns558.o
obj-$(CONFIG_GAMEPORT_VORTEX) += vortex.o
/*
* $Id: vortex.c,v 1.5 2002/07/01 15:39:30 vojtech Exp $
*
* Copyright (c) 2000-2001 Vojtech Pavlik
*
* Based on the work of:
* Raymond Ingles
*/
/*
* Trident 4DWave and Aureal Vortex gameport 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/pci.h>
#include <linux/init.h>
#include <linux/slab.h>
#include <linux/delay.h>
#include <linux/gameport.h>
MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
MODULE_DESCRIPTION("Aureal Vortex and Vortex2 gameport driver");
MODULE_LICENSE("GPL");
#define VORTEX_GCR 0x0c /* Gameport control register */
#define VORTEX_LEG 0x08 /* Legacy port location */
#define VORTEX_AXD 0x10 /* Axes start */
#define VORTEX_DATA_WAIT 20 /* 20 ms */
struct vortex {
struct gameport *gameport;
struct pci_dev *dev;
unsigned char __iomem *base;
unsigned char __iomem *io;
};
static unsigned char vortex_read(struct gameport *gameport)
{
struct vortex *vortex = gameport->port_data;
return readb(vortex->io + VORTEX_LEG);
}
static void vortex_trigger(struct gameport *gameport)
{
struct vortex *vortex = gameport->port_data;
writeb(0xff, vortex->io + VORTEX_LEG);
}
static int vortex_cooked_read(struct gameport *gameport, int *axes, int *buttons)
{
struct vortex *vortex = gameport->port_data;
int i;
*buttons = (~readb(vortex->base + VORTEX_LEG) >> 4) & 0xf;
for (i = 0; i < 4; i++) {
axes[i] = readw(vortex->io + VORTEX_AXD + i * sizeof(u32));
if (axes[i] == 0x1fff) axes[i] = -1;
}
return 0;
}
static int vortex_open(struct gameport *gameport, int mode)
{
struct vortex *vortex = gameport->port_data;
switch (mode) {
case GAMEPORT_MODE_COOKED:
writeb(0x40, vortex->io + VORTEX_GCR);
msleep(VORTEX_DATA_WAIT);
return 0;
case GAMEPORT_MODE_RAW:
writeb(0x00, vortex->io + VORTEX_GCR);
return 0;
default:
return -1;
}
return 0;
}
static int __devinit vortex_probe(struct pci_dev *dev, const struct pci_device_id *id)
{
struct vortex *vortex;
struct gameport *port;
int i;
vortex = kcalloc(1, sizeof(struct vortex), GFP_KERNEL);
port = gameport_allocate_port();
if (!vortex || !port) {
printk(KERN_ERR "vortex: Memory allocation failed.\n");
kfree(vortex);
gameport_free_port(port);
return -ENOMEM;
}
for (i = 0; i < 6; i++)
if (~pci_resource_flags(dev, i) & IORESOURCE_IO)
break;
pci_enable_device(dev);
vortex->dev = dev;
vortex->gameport = port;
vortex->base = ioremap(pci_resource_start(vortex->dev, i),
pci_resource_len(vortex->dev, i));
vortex->io = vortex->base + id->driver_data;
pci_set_drvdata(dev, vortex);
port->port_data = vortex;
port->fuzz = 64;
gameport_set_name(port, "AU88x0");
gameport_set_phys(port, "pci%s/gameport0", pci_name(dev));
port->dev.parent = &dev->dev;
port->read = vortex_read;
port->trigger = vortex_trigger;
port->cooked_read = vortex_cooked_read;
port->open = vortex_open;
gameport_register_port(port);
return 0;
}
static void __devexit vortex_remove(struct pci_dev *dev)
{
struct vortex *vortex = pci_get_drvdata(dev);
gameport_unregister_port(vortex->gameport);
iounmap(vortex->base);
kfree(vortex);
}
static struct pci_device_id vortex_id_table[] = {
{ 0x12eb, 0x0001, PCI_ANY_ID, PCI_ANY_ID, 0, 0, 0x11000 },
{ 0x12eb, 0x0002, PCI_ANY_ID, PCI_ANY_ID, 0, 0, 0x28800 },
{ 0 }
};
static struct pci_driver vortex_driver = {
.name = "vortex_gameport",
.id_table = vortex_id_table,
.probe = vortex_probe,
.remove = __devexit_p(vortex_remove),
};
static int __init vortex_init(void)
{
return pci_register_driver(&vortex_driver);
}
static void __exit vortex_exit(void)
{
pci_unregister_driver(&vortex_driver);
}
module_init(vortex_init);
module_exit(vortex_exit);
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment