gameport.c 20 KB

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  1. // SPDX-License-Identifier: GPL-2.0-only
  2. /*
  3. * Generic gameport layer
  4. *
  5. * Copyright (c) 1999-2002 Vojtech Pavlik
  6. * Copyright (c) 2005 Dmitry Torokhov
  7. */
  8. #define pr_fmt(fmt) KBUILD_MODNAME ": " fmt
  9. #include <linux/stddef.h>
  10. #include <linux/module.h>
  11. #include <linux/io.h>
  12. #include <linux/ioport.h>
  13. #include <linux/init.h>
  14. #include <linux/gameport.h>
  15. #include <linux/slab.h>
  16. #include <linux/delay.h>
  17. #include <linux/workqueue.h>
  18. #include <linux/sched.h> /* HZ */
  19. #include <linux/mutex.h>
  20. #include <linux/timekeeping.h>
  21. MODULE_AUTHOR("Vojtech Pavlik <vojtech@ucw.cz>");
  22. MODULE_DESCRIPTION("Generic gameport layer");
  23. MODULE_LICENSE("GPL");
  24. static bool use_ktime = true;
  25. module_param(use_ktime, bool, 0400);
  26. MODULE_PARM_DESC(use_ktime, "Use ktime for measuring I/O speed");
  27. /*
  28. * gameport_mutex protects entire gameport subsystem and is taken
  29. * every time gameport port or driver registrered or unregistered.
  30. */
  31. static DEFINE_MUTEX(gameport_mutex);
  32. static LIST_HEAD(gameport_list);
  33. static const struct bus_type gameport_bus;
  34. static void gameport_add_port(struct gameport *gameport);
  35. static void gameport_attach_driver(struct gameport_driver *drv);
  36. static void gameport_reconnect_port(struct gameport *gameport);
  37. static void gameport_disconnect_port(struct gameport *gameport);
  38. #if defined(__i386__)
  39. #include <linux/i8253.h>
  40. #define DELTA(x,y) ((y)-(x)+((y)<(x)?1193182/HZ:0))
  41. #define GET_TIME(x) do { x = get_time_pit(); } while (0)
  42. static unsigned int get_time_pit(void)
  43. {
  44. unsigned long flags;
  45. unsigned int count;
  46. raw_spin_lock_irqsave(&i8253_lock, flags);
  47. outb_p(0x00, 0x43);
  48. count = inb_p(0x40);
  49. count |= inb_p(0x40) << 8;
  50. raw_spin_unlock_irqrestore(&i8253_lock, flags);
  51. return count;
  52. }
  53. #endif
  54. /*
  55. * gameport_measure_speed() measures the gameport i/o speed.
  56. */
  57. static int gameport_measure_speed(struct gameport *gameport)
  58. {
  59. unsigned int i, t, tx;
  60. u64 t1, t2, t3;
  61. unsigned long flags;
  62. if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
  63. return 0;
  64. tx = ~0;
  65. for (i = 0; i < 50; i++) {
  66. local_irq_save(flags);
  67. t1 = ktime_get_ns();
  68. for (t = 0; t < 50; t++)
  69. gameport_read(gameport);
  70. t2 = ktime_get_ns();
  71. t3 = ktime_get_ns();
  72. local_irq_restore(flags);
  73. udelay(i * 10);
  74. t = (t2 - t1) - (t3 - t2);
  75. if (t < tx)
  76. tx = t;
  77. }
  78. gameport_close(gameport);
  79. t = 1000000 * 50;
  80. if (tx)
  81. t /= tx;
  82. return t;
  83. }
  84. static int old_gameport_measure_speed(struct gameport *gameport)
  85. {
  86. #if defined(__i386__)
  87. unsigned int i, t, t1, t2, t3, tx;
  88. unsigned long flags;
  89. if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
  90. return 0;
  91. tx = 1 << 30;
  92. for(i = 0; i < 50; i++) {
  93. local_irq_save(flags);
  94. GET_TIME(t1);
  95. for (t = 0; t < 50; t++) gameport_read(gameport);
  96. GET_TIME(t2);
  97. GET_TIME(t3);
  98. local_irq_restore(flags);
  99. udelay(i * 10);
  100. if ((t = DELTA(t2,t1) - DELTA(t3,t2)) < tx) tx = t;
  101. }
  102. gameport_close(gameport);
  103. return 59659 / (tx < 1 ? 1 : tx);
  104. #elif defined (__x86_64__)
  105. unsigned int i, t;
  106. unsigned long tx, t1, t2, flags;
  107. if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
  108. return 0;
  109. tx = 1 << 30;
  110. for(i = 0; i < 50; i++) {
  111. local_irq_save(flags);
  112. t1 = rdtsc();
  113. for (t = 0; t < 50; t++) gameport_read(gameport);
  114. t2 = rdtsc();
  115. local_irq_restore(flags);
  116. udelay(i * 10);
  117. if (t2 - t1 < tx) tx = t2 - t1;
  118. }
  119. gameport_close(gameport);
  120. return (this_cpu_read(cpu_info.loops_per_jiffy) *
  121. (unsigned long)HZ / (1000 / 50)) / (tx < 1 ? 1 : tx);
  122. #else
  123. unsigned int j, t = 0;
  124. if (gameport_open(gameport, NULL, GAMEPORT_MODE_RAW))
  125. return 0;
  126. j = jiffies; while (j == jiffies);
  127. j = jiffies; while (j == jiffies) { t++; gameport_read(gameport); }
  128. gameport_close(gameport);
  129. return t * HZ / 1000;
  130. #endif
  131. }
  132. void gameport_start_polling(struct gameport *gameport)
  133. {
  134. spin_lock(&gameport->timer_lock);
  135. if (!gameport->poll_cnt++) {
  136. BUG_ON(!gameport->poll_handler);
  137. BUG_ON(!gameport->poll_interval);
  138. mod_timer(&gameport->poll_timer, jiffies + msecs_to_jiffies(gameport->poll_interval));
  139. }
  140. spin_unlock(&gameport->timer_lock);
  141. }
  142. EXPORT_SYMBOL(gameport_start_polling);
  143. void gameport_stop_polling(struct gameport *gameport)
  144. {
  145. spin_lock(&gameport->timer_lock);
  146. if (!--gameport->poll_cnt)
  147. del_timer(&gameport->poll_timer);
  148. spin_unlock(&gameport->timer_lock);
  149. }
  150. EXPORT_SYMBOL(gameport_stop_polling);
  151. static void gameport_run_poll_handler(struct timer_list *t)
  152. {
  153. struct gameport *gameport = from_timer(gameport, t, poll_timer);
  154. gameport->poll_handler(gameport);
  155. if (gameport->poll_cnt)
  156. mod_timer(&gameport->poll_timer, jiffies + msecs_to_jiffies(gameport->poll_interval));
  157. }
  158. /*
  159. * Basic gameport -> driver core mappings
  160. */
  161. static int gameport_bind_driver(struct gameport *gameport, struct gameport_driver *drv)
  162. {
  163. int error;
  164. gameport->dev.driver = &drv->driver;
  165. if (drv->connect(gameport, drv)) {
  166. gameport->dev.driver = NULL;
  167. return -ENODEV;
  168. }
  169. error = device_bind_driver(&gameport->dev);
  170. if (error) {
  171. dev_warn(&gameport->dev,
  172. "device_bind_driver() failed for %s (%s) and %s, error: %d\n",
  173. gameport->phys, gameport->name,
  174. drv->description, error);
  175. drv->disconnect(gameport);
  176. gameport->dev.driver = NULL;
  177. return error;
  178. }
  179. return 0;
  180. }
  181. static void gameport_find_driver(struct gameport *gameport)
  182. {
  183. int error;
  184. error = device_attach(&gameport->dev);
  185. if (error < 0)
  186. dev_warn(&gameport->dev,
  187. "device_attach() failed for %s (%s), error: %d\n",
  188. gameport->phys, gameport->name, error);
  189. }
  190. /*
  191. * Gameport event processing.
  192. */
  193. enum gameport_event_type {
  194. GAMEPORT_REGISTER_PORT,
  195. GAMEPORT_ATTACH_DRIVER,
  196. };
  197. struct gameport_event {
  198. enum gameport_event_type type;
  199. void *object;
  200. struct module *owner;
  201. struct list_head node;
  202. };
  203. static DEFINE_SPINLOCK(gameport_event_lock); /* protects gameport_event_list */
  204. static LIST_HEAD(gameport_event_list);
  205. static struct gameport_event *gameport_get_event(void)
  206. {
  207. struct gameport_event *event = NULL;
  208. unsigned long flags;
  209. spin_lock_irqsave(&gameport_event_lock, flags);
  210. if (!list_empty(&gameport_event_list)) {
  211. event = list_first_entry(&gameport_event_list,
  212. struct gameport_event, node);
  213. list_del_init(&event->node);
  214. }
  215. spin_unlock_irqrestore(&gameport_event_lock, flags);
  216. return event;
  217. }
  218. static void gameport_free_event(struct gameport_event *event)
  219. {
  220. module_put(event->owner);
  221. kfree(event);
  222. }
  223. static void gameport_remove_duplicate_events(struct gameport_event *event)
  224. {
  225. struct gameport_event *e, *next;
  226. unsigned long flags;
  227. spin_lock_irqsave(&gameport_event_lock, flags);
  228. list_for_each_entry_safe(e, next, &gameport_event_list, node) {
  229. if (event->object == e->object) {
  230. /*
  231. * If this event is of different type we should not
  232. * look further - we only suppress duplicate events
  233. * that were sent back-to-back.
  234. */
  235. if (event->type != e->type)
  236. break;
  237. list_del_init(&e->node);
  238. gameport_free_event(e);
  239. }
  240. }
  241. spin_unlock_irqrestore(&gameport_event_lock, flags);
  242. }
  243. static void gameport_handle_events(struct work_struct *work)
  244. {
  245. struct gameport_event *event;
  246. mutex_lock(&gameport_mutex);
  247. /*
  248. * Note that we handle only one event here to give swsusp
  249. * a chance to freeze kgameportd thread. Gameport events
  250. * should be pretty rare so we are not concerned about
  251. * taking performance hit.
  252. */
  253. if ((event = gameport_get_event())) {
  254. switch (event->type) {
  255. case GAMEPORT_REGISTER_PORT:
  256. gameport_add_port(event->object);
  257. break;
  258. case GAMEPORT_ATTACH_DRIVER:
  259. gameport_attach_driver(event->object);
  260. break;
  261. }
  262. gameport_remove_duplicate_events(event);
  263. gameport_free_event(event);
  264. }
  265. mutex_unlock(&gameport_mutex);
  266. }
  267. static DECLARE_WORK(gameport_event_work, gameport_handle_events);
  268. static int gameport_queue_event(void *object, struct module *owner,
  269. enum gameport_event_type event_type)
  270. {
  271. unsigned long flags;
  272. struct gameport_event *event;
  273. int retval = 0;
  274. spin_lock_irqsave(&gameport_event_lock, flags);
  275. /*
  276. * Scan event list for the other events for the same gameport port,
  277. * starting with the most recent one. If event is the same we
  278. * do not need add new one. If event is of different type we
  279. * need to add this event and should not look further because
  280. * we need to preserve sequence of distinct events.
  281. */
  282. list_for_each_entry_reverse(event, &gameport_event_list, node) {
  283. if (event->object == object) {
  284. if (event->type == event_type)
  285. goto out;
  286. break;
  287. }
  288. }
  289. event = kmalloc(sizeof(*event), GFP_ATOMIC);
  290. if (!event) {
  291. pr_err("Not enough memory to queue event %d\n", event_type);
  292. retval = -ENOMEM;
  293. goto out;
  294. }
  295. if (!try_module_get(owner)) {
  296. pr_warn("Can't get module reference, dropping event %d\n",
  297. event_type);
  298. kfree(event);
  299. retval = -EINVAL;
  300. goto out;
  301. }
  302. event->type = event_type;
  303. event->object = object;
  304. event->owner = owner;
  305. list_add_tail(&event->node, &gameport_event_list);
  306. queue_work(system_long_wq, &gameport_event_work);
  307. out:
  308. spin_unlock_irqrestore(&gameport_event_lock, flags);
  309. return retval;
  310. }
  311. /*
  312. * Remove all events that have been submitted for a given object,
  313. * be it a gameport port or a driver.
  314. */
  315. static void gameport_remove_pending_events(void *object)
  316. {
  317. struct gameport_event *event, *next;
  318. unsigned long flags;
  319. spin_lock_irqsave(&gameport_event_lock, flags);
  320. list_for_each_entry_safe(event, next, &gameport_event_list, node) {
  321. if (event->object == object) {
  322. list_del_init(&event->node);
  323. gameport_free_event(event);
  324. }
  325. }
  326. spin_unlock_irqrestore(&gameport_event_lock, flags);
  327. }
  328. /*
  329. * Destroy child gameport port (if any) that has not been fully registered yet.
  330. *
  331. * Note that we rely on the fact that port can have only one child and therefore
  332. * only one child registration request can be pending. Additionally, children
  333. * are registered by driver's connect() handler so there can't be a grandchild
  334. * pending registration together with a child.
  335. */
  336. static struct gameport *gameport_get_pending_child(struct gameport *parent)
  337. {
  338. struct gameport_event *event;
  339. struct gameport *gameport, *child = NULL;
  340. unsigned long flags;
  341. spin_lock_irqsave(&gameport_event_lock, flags);
  342. list_for_each_entry(event, &gameport_event_list, node) {
  343. if (event->type == GAMEPORT_REGISTER_PORT) {
  344. gameport = event->object;
  345. if (gameport->parent == parent) {
  346. child = gameport;
  347. break;
  348. }
  349. }
  350. }
  351. spin_unlock_irqrestore(&gameport_event_lock, flags);
  352. return child;
  353. }
  354. /*
  355. * Gameport port operations
  356. */
  357. static ssize_t gameport_description_show(struct device *dev, struct device_attribute *attr, char *buf)
  358. {
  359. struct gameport *gameport = to_gameport_port(dev);
  360. return sprintf(buf, "%s\n", gameport->name);
  361. }
  362. static DEVICE_ATTR(description, S_IRUGO, gameport_description_show, NULL);
  363. static ssize_t drvctl_store(struct device *dev, struct device_attribute *attr, const char *buf, size_t count)
  364. {
  365. struct gameport *gameport = to_gameport_port(dev);
  366. struct device_driver *drv;
  367. int error;
  368. error = mutex_lock_interruptible(&gameport_mutex);
  369. if (error)
  370. return error;
  371. if (!strncmp(buf, "none", count)) {
  372. gameport_disconnect_port(gameport);
  373. } else if (!strncmp(buf, "reconnect", count)) {
  374. gameport_reconnect_port(gameport);
  375. } else if (!strncmp(buf, "rescan", count)) {
  376. gameport_disconnect_port(gameport);
  377. gameport_find_driver(gameport);
  378. } else if ((drv = driver_find(buf, &gameport_bus)) != NULL) {
  379. gameport_disconnect_port(gameport);
  380. error = gameport_bind_driver(gameport, to_gameport_driver(drv));
  381. } else {
  382. error = -EINVAL;
  383. }
  384. mutex_unlock(&gameport_mutex);
  385. return error ? error : count;
  386. }
  387. static DEVICE_ATTR_WO(drvctl);
  388. static struct attribute *gameport_device_attrs[] = {
  389. &dev_attr_description.attr,
  390. &dev_attr_drvctl.attr,
  391. NULL,
  392. };
  393. ATTRIBUTE_GROUPS(gameport_device);
  394. static void gameport_release_port(struct device *dev)
  395. {
  396. struct gameport *gameport = to_gameport_port(dev);
  397. kfree(gameport);
  398. module_put(THIS_MODULE);
  399. }
  400. void gameport_set_phys(struct gameport *gameport, const char *fmt, ...)
  401. {
  402. va_list args;
  403. va_start(args, fmt);
  404. vsnprintf(gameport->phys, sizeof(gameport->phys), fmt, args);
  405. va_end(args);
  406. }
  407. EXPORT_SYMBOL(gameport_set_phys);
  408. static void gameport_default_trigger(struct gameport *gameport)
  409. {
  410. #ifdef CONFIG_HAS_IOPORT
  411. outb(0xff, gameport->io);
  412. #endif
  413. }
  414. static unsigned char gameport_default_read(struct gameport *gameport)
  415. {
  416. #ifdef CONFIG_HAS_IOPORT
  417. return inb(gameport->io);
  418. #else
  419. return 0xff;
  420. #endif
  421. }
  422. static void gameport_setup_default_handlers(struct gameport *gameport)
  423. {
  424. if ((!gameport->trigger || !gameport->read) &&
  425. !IS_ENABLED(CONFIG_HAS_IOPORT))
  426. dev_err(&gameport->dev,
  427. "I/O port access is required for %s (%s) but is not available\n",
  428. gameport->phys, gameport->name);
  429. if (!gameport->trigger)
  430. gameport->trigger = gameport_default_trigger;
  431. if (!gameport->read)
  432. gameport->read = gameport_default_read;
  433. }
  434. /*
  435. * Prepare gameport port for registration.
  436. */
  437. static void gameport_init_port(struct gameport *gameport)
  438. {
  439. static atomic_t gameport_no = ATOMIC_INIT(-1);
  440. __module_get(THIS_MODULE);
  441. mutex_init(&gameport->drv_mutex);
  442. device_initialize(&gameport->dev);
  443. dev_set_name(&gameport->dev, "gameport%lu",
  444. (unsigned long)atomic_inc_return(&gameport_no));
  445. gameport->dev.bus = &gameport_bus;
  446. gameport->dev.release = gameport_release_port;
  447. if (gameport->parent)
  448. gameport->dev.parent = &gameport->parent->dev;
  449. gameport_setup_default_handlers(gameport);
  450. INIT_LIST_HEAD(&gameport->node);
  451. spin_lock_init(&gameport->timer_lock);
  452. timer_setup(&gameport->poll_timer, gameport_run_poll_handler, 0);
  453. }
  454. /*
  455. * Complete gameport port registration.
  456. * Driver core will attempt to find appropriate driver for the port.
  457. */
  458. static void gameport_add_port(struct gameport *gameport)
  459. {
  460. int error;
  461. if (gameport->parent)
  462. gameport->parent->child = gameport;
  463. gameport->speed = use_ktime ?
  464. gameport_measure_speed(gameport) :
  465. old_gameport_measure_speed(gameport);
  466. list_add_tail(&gameport->node, &gameport_list);
  467. if (gameport->io)
  468. dev_info(&gameport->dev, "%s is %s, io %#x, speed %dkHz\n",
  469. gameport->name, gameport->phys, gameport->io, gameport->speed);
  470. else
  471. dev_info(&gameport->dev, "%s is %s, speed %dkHz\n",
  472. gameport->name, gameport->phys, gameport->speed);
  473. error = device_add(&gameport->dev);
  474. if (error)
  475. dev_err(&gameport->dev,
  476. "device_add() failed for %s (%s), error: %d\n",
  477. gameport->phys, gameport->name, error);
  478. }
  479. /*
  480. * gameport_destroy_port() completes deregistration process and removes
  481. * port from the system
  482. */
  483. static void gameport_destroy_port(struct gameport *gameport)
  484. {
  485. struct gameport *child;
  486. child = gameport_get_pending_child(gameport);
  487. if (child) {
  488. gameport_remove_pending_events(child);
  489. put_device(&child->dev);
  490. }
  491. if (gameport->parent) {
  492. gameport->parent->child = NULL;
  493. gameport->parent = NULL;
  494. }
  495. if (device_is_registered(&gameport->dev))
  496. device_del(&gameport->dev);
  497. list_del_init(&gameport->node);
  498. gameport_remove_pending_events(gameport);
  499. put_device(&gameport->dev);
  500. }
  501. /*
  502. * Reconnect gameport port and all its children (re-initialize attached devices)
  503. */
  504. static void gameport_reconnect_port(struct gameport *gameport)
  505. {
  506. do {
  507. if (!gameport->drv || !gameport->drv->reconnect || gameport->drv->reconnect(gameport)) {
  508. gameport_disconnect_port(gameport);
  509. gameport_find_driver(gameport);
  510. /* Ok, old children are now gone, we are done */
  511. break;
  512. }
  513. gameport = gameport->child;
  514. } while (gameport);
  515. }
  516. /*
  517. * gameport_disconnect_port() unbinds a port from its driver. As a side effect
  518. * all child ports are unbound and destroyed.
  519. */
  520. static void gameport_disconnect_port(struct gameport *gameport)
  521. {
  522. struct gameport *s, *parent;
  523. if (gameport->child) {
  524. /*
  525. * Children ports should be disconnected and destroyed
  526. * first, staring with the leaf one, since we don't want
  527. * to do recursion
  528. */
  529. for (s = gameport; s->child; s = s->child)
  530. /* empty */;
  531. do {
  532. parent = s->parent;
  533. device_release_driver(&s->dev);
  534. gameport_destroy_port(s);
  535. } while ((s = parent) != gameport);
  536. }
  537. /*
  538. * Ok, no children left, now disconnect this port
  539. */
  540. device_release_driver(&gameport->dev);
  541. }
  542. /*
  543. * Submits register request to kgameportd for subsequent execution.
  544. * Note that port registration is always asynchronous.
  545. */
  546. void __gameport_register_port(struct gameport *gameport, struct module *owner)
  547. {
  548. gameport_init_port(gameport);
  549. gameport_queue_event(gameport, owner, GAMEPORT_REGISTER_PORT);
  550. }
  551. EXPORT_SYMBOL(__gameport_register_port);
  552. /*
  553. * Synchronously unregisters gameport port.
  554. */
  555. void gameport_unregister_port(struct gameport *gameport)
  556. {
  557. mutex_lock(&gameport_mutex);
  558. gameport_disconnect_port(gameport);
  559. gameport_destroy_port(gameport);
  560. mutex_unlock(&gameport_mutex);
  561. }
  562. EXPORT_SYMBOL(gameport_unregister_port);
  563. /*
  564. * Gameport driver operations
  565. */
  566. static ssize_t description_show(struct device_driver *drv, char *buf)
  567. {
  568. struct gameport_driver *driver = to_gameport_driver(drv);
  569. return sprintf(buf, "%s\n", driver->description ? driver->description : "(none)");
  570. }
  571. static DRIVER_ATTR_RO(description);
  572. static struct attribute *gameport_driver_attrs[] = {
  573. &driver_attr_description.attr,
  574. NULL
  575. };
  576. ATTRIBUTE_GROUPS(gameport_driver);
  577. static int gameport_driver_probe(struct device *dev)
  578. {
  579. struct gameport *gameport = to_gameport_port(dev);
  580. struct gameport_driver *drv = to_gameport_driver(dev->driver);
  581. drv->connect(gameport, drv);
  582. return gameport->drv ? 0 : -ENODEV;
  583. }
  584. static void gameport_driver_remove(struct device *dev)
  585. {
  586. struct gameport *gameport = to_gameport_port(dev);
  587. struct gameport_driver *drv = to_gameport_driver(dev->driver);
  588. drv->disconnect(gameport);
  589. }
  590. static void gameport_attach_driver(struct gameport_driver *drv)
  591. {
  592. int error;
  593. error = driver_attach(&drv->driver);
  594. if (error)
  595. pr_err("driver_attach() failed for %s, error: %d\n",
  596. drv->driver.name, error);
  597. }
  598. int __gameport_register_driver(struct gameport_driver *drv, struct module *owner,
  599. const char *mod_name)
  600. {
  601. int error;
  602. drv->driver.bus = &gameport_bus;
  603. drv->driver.owner = owner;
  604. drv->driver.mod_name = mod_name;
  605. /*
  606. * Temporarily disable automatic binding because probing
  607. * takes long time and we are better off doing it in kgameportd
  608. */
  609. drv->ignore = true;
  610. error = driver_register(&drv->driver);
  611. if (error) {
  612. pr_err("driver_register() failed for %s, error: %d\n",
  613. drv->driver.name, error);
  614. return error;
  615. }
  616. /*
  617. * Reset ignore flag and let kgameportd bind the driver to free ports
  618. */
  619. drv->ignore = false;
  620. error = gameport_queue_event(drv, NULL, GAMEPORT_ATTACH_DRIVER);
  621. if (error) {
  622. driver_unregister(&drv->driver);
  623. return error;
  624. }
  625. return 0;
  626. }
  627. EXPORT_SYMBOL(__gameport_register_driver);
  628. void gameport_unregister_driver(struct gameport_driver *drv)
  629. {
  630. struct gameport *gameport;
  631. mutex_lock(&gameport_mutex);
  632. drv->ignore = true; /* so gameport_find_driver ignores it */
  633. gameport_remove_pending_events(drv);
  634. start_over:
  635. list_for_each_entry(gameport, &gameport_list, node) {
  636. if (gameport->drv == drv) {
  637. gameport_disconnect_port(gameport);
  638. gameport_find_driver(gameport);
  639. /* we could've deleted some ports, restart */
  640. goto start_over;
  641. }
  642. }
  643. driver_unregister(&drv->driver);
  644. mutex_unlock(&gameport_mutex);
  645. }
  646. EXPORT_SYMBOL(gameport_unregister_driver);
  647. static int gameport_bus_match(struct device *dev, const struct device_driver *drv)
  648. {
  649. const struct gameport_driver *gameport_drv = to_gameport_driver(drv);
  650. return !gameport_drv->ignore;
  651. }
  652. static const struct bus_type gameport_bus = {
  653. .name = "gameport",
  654. .dev_groups = gameport_device_groups,
  655. .drv_groups = gameport_driver_groups,
  656. .match = gameport_bus_match,
  657. .probe = gameport_driver_probe,
  658. .remove = gameport_driver_remove,
  659. };
  660. static void gameport_set_drv(struct gameport *gameport, struct gameport_driver *drv)
  661. {
  662. mutex_lock(&gameport->drv_mutex);
  663. gameport->drv = drv;
  664. mutex_unlock(&gameport->drv_mutex);
  665. }
  666. int gameport_open(struct gameport *gameport, struct gameport_driver *drv, int mode)
  667. {
  668. if (gameport->open) {
  669. if (gameport->open(gameport, mode)) {
  670. return -1;
  671. }
  672. } else {
  673. if (mode != GAMEPORT_MODE_RAW)
  674. return -1;
  675. }
  676. gameport_set_drv(gameport, drv);
  677. return 0;
  678. }
  679. EXPORT_SYMBOL(gameport_open);
  680. void gameport_close(struct gameport *gameport)
  681. {
  682. del_timer_sync(&gameport->poll_timer);
  683. gameport->poll_handler = NULL;
  684. gameport->poll_interval = 0;
  685. gameport_set_drv(gameport, NULL);
  686. if (gameport->close)
  687. gameport->close(gameport);
  688. }
  689. EXPORT_SYMBOL(gameport_close);
  690. static int __init gameport_init(void)
  691. {
  692. int error;
  693. error = bus_register(&gameport_bus);
  694. if (error) {
  695. pr_err("failed to register gameport bus, error: %d\n", error);
  696. return error;
  697. }
  698. return 0;
  699. }
  700. static void __exit gameport_exit(void)
  701. {
  702. bus_unregister(&gameport_bus);
  703. /*
  704. * There should not be any outstanding events but work may
  705. * still be scheduled so simply cancel it.
  706. */
  707. cancel_work_sync(&gameport_event_work);
  708. }
  709. subsys_initcall(gameport_init);
  710. module_exit(gameport_exit);