#define debug(format, arg...) pr_debug("ff-memless: " format "\n", ## arg)
+#include <linux/slab.h>
#include <linux/input.h>
#include <linux/module.h>
#include <linux/mutex.h>
#include <linux/spinlock.h>
-#include <linux/sched.h>
+#include <linux/jiffies.h>
#include "fixp-arith.h"
struct ml_effect_state states[FF_MEMLESS_EFFECTS];
int gain;
struct timer_list timer;
- spinlock_t timer_lock;
struct input_dev *dev;
int (*play_effect)(struct input_dev *dev, void *data,
}
/*
+ * Only left/right direction should be used (under/over 0x8000) for
+ * forward/reverse motor direction (to keep calculation fast & simple).
+ */
+static u16 ml_calculate_direction(u16 direction, u16 force,
+ u16 new_direction, u16 new_force)
+{
+ if (!force)
+ return new_direction;
+ if (!new_force)
+ return direction;
+ return (((u32)(direction >> 1) * force +
+ (new_direction >> 1) * new_force) /
+ (force + new_force)) << 1;
+}
+
+/*
* Combine two effects and apply gain.
*/
static void ml_combine_effects(struct ff_effect *effect,
* in s8, this should be changed to something more generic
*/
effect->u.ramp.start_level =
- max(min(effect->u.ramp.start_level + x, 0x7f), -0x80);
+ clamp_val(effect->u.ramp.start_level + x, -0x80, 0x7f);
effect->u.ramp.end_level =
- max(min(effect->u.ramp.end_level + y, 0x7f), -0x80);
+ clamp_val(effect->u.ramp.end_level + y, -0x80, 0x7f);
break;
case FF_RUMBLE:
- strong = new->u.rumble.strong_magnitude * gain / 0xffff;
- weak = new->u.rumble.weak_magnitude * gain / 0xffff;
+ strong = (u32)new->u.rumble.strong_magnitude * gain / 0xffff;
+ weak = (u32)new->u.rumble.weak_magnitude * gain / 0xffff;
+
+ if (effect->u.rumble.strong_magnitude + strong)
+ effect->direction = ml_calculate_direction(
+ effect->direction,
+ effect->u.rumble.strong_magnitude,
+ new->direction, strong);
+ else if (effect->u.rumble.weak_magnitude + weak)
+ effect->direction = ml_calculate_direction(
+ effect->direction,
+ effect->u.rumble.weak_magnitude,
+ new->direction, weak);
+ else
+ effect->direction = 0;
effect->u.rumble.strong_magnitude =
min(strong + effect->u.rumble.strong_magnitude,
0xffffU);
/* here we also scale it 0x7fff => 0xffff */
i = i * gain / 0x7fff;
+ if (effect->u.rumble.strong_magnitude + i)
+ effect->direction = ml_calculate_direction(
+ effect->direction,
+ effect->u.rumble.strong_magnitude,
+ new->direction, i);
+ else
+ effect->direction = 0;
effect->u.rumble.strong_magnitude =
min(i + effect->u.rumble.strong_magnitude, 0xffffU);
effect->u.rumble.weak_magnitude =
{
struct input_dev *dev = (struct input_dev *)timer_data;
struct ml_device *ml = dev->ff->private;
+ unsigned long flags;
debug("timer: updating effects");
- spin_lock(&ml->timer_lock);
+ spin_lock_irqsave(&dev->event_lock, flags);
ml_play_effects(ml);
- spin_unlock(&ml->timer_lock);
+ spin_unlock_irqrestore(&dev->event_lock, flags);
}
+/*
+ * Sets requested gain for FF effects. Called with dev->event_lock held.
+ */
static void ml_ff_set_gain(struct input_dev *dev, u16 gain)
{
struct ml_device *ml = dev->ff->private;
int i;
- spin_lock_bh(&ml->timer_lock);
-
ml->gain = gain;
for (i = 0; i < FF_MEMLESS_EFFECTS; i++)
__clear_bit(FF_EFFECT_PLAYING, &ml->states[i].flags);
ml_play_effects(ml);
-
- spin_unlock_bh(&ml->timer_lock);
}
+/*
+ * Start/stop specified FF effect. Called with dev->event_lock held.
+ */
static int ml_ff_playback(struct input_dev *dev, int effect_id, int value)
{
struct ml_device *ml = dev->ff->private;
struct ml_effect_state *state = &ml->states[effect_id];
- spin_lock_bh(&ml->timer_lock);
-
if (value > 0) {
debug("initiated play");
msecs_to_jiffies(state->effect->replay.length);
state->adj_at = state->play_at;
- ml_schedule_timer(ml);
-
} else {
debug("initiated stop");
__set_bit(FF_EFFECT_ABORTING, &state->flags);
else
__clear_bit(FF_EFFECT_STARTED, &state->flags);
-
- ml_play_effects(ml);
}
- spin_unlock_bh(&ml->timer_lock);
+ ml_play_effects(ml);
return 0;
}
struct ml_device *ml = dev->ff->private;
struct ml_effect_state *state = &ml->states[effect->id];
- spin_lock_bh(&ml->timer_lock);
+ spin_lock_irq(&dev->event_lock);
if (test_bit(FF_EFFECT_STARTED, &state->flags)) {
__clear_bit(FF_EFFECT_PLAYING, &state->flags);
ml_schedule_timer(ml);
}
- spin_unlock_bh(&ml->timer_lock);
+ spin_unlock_irq(&dev->event_lock);
return 0;
}
ml->private = data;
ml->play_effect = play_effect;
ml->gain = 0xffff;
- spin_lock_init(&ml->timer_lock);
setup_timer(&ml->timer, ml_effect_timer, (unsigned long)dev);
set_bit(FF_GAIN, dev->ffbit);