From: Cristian Ciocaltea Date: Mon, 22 Sep 2025 21:29:42 +0000 (+0300) Subject: HID: playstation: Switch to scoped_guard() in {dualsense|dualshock4}_output_worker() X-Git-Tag: v6.18-rc1~81^2~4^2 X-Git-Url: http://git.ipfire.org/?a=commitdiff_plain;h=8aa035a8407f6b6e999afa33839e38267fdc8790;p=thirdparty%2Fkernel%2Fstable.git HID: playstation: Switch to scoped_guard() in {dualsense|dualshock4}_output_worker() Those functions were initially excepted from using the scoped_guard() infrastructure as they contain too many long statements, while adding yet another level of indentation seemed to lower readability without bringing an immediate benefit. However, consistency should be more important, hence do the switch and get rid of the remaining explicit acquires & releases of the spinlocks. Signed-off-by: Cristian Ciocaltea Signed-off-by: Jiri Kosina --- diff --git a/drivers/hid/hid-playstation.c b/drivers/hid/hid-playstation.c index 87038dacebe7b..63f6eb9030d13 100644 --- a/drivers/hid/hid-playstation.c +++ b/drivers/hid/hid-playstation.c @@ -1308,107 +1308,112 @@ static void dualsense_output_worker(struct work_struct *work) struct dualsense *ds = container_of(work, struct dualsense, output_worker); struct dualsense_output_report report; struct dualsense_output_report_common *common; - unsigned long flags; dualsense_init_output_report(ds, &report, ds->output_report_dmabuf); common = report.common; - spin_lock_irqsave(&ds->base.lock, flags); - - if (ds->update_rumble) { - /* Select classic rumble style haptics and enable it. */ - common->valid_flag0 |= DS_OUTPUT_VALID_FLAG0_HAPTICS_SELECT; - if (ds->use_vibration_v2) - common->valid_flag2 |= DS_OUTPUT_VALID_FLAG2_COMPATIBLE_VIBRATION2; - else - common->valid_flag0 |= DS_OUTPUT_VALID_FLAG0_COMPATIBLE_VIBRATION; - common->motor_left = ds->motor_left; - common->motor_right = ds->motor_right; - ds->update_rumble = false; - } + scoped_guard(spinlock_irqsave, &ds->base.lock) { + if (ds->update_rumble) { + /* Select classic rumble style haptics and enable it. */ + common->valid_flag0 |= DS_OUTPUT_VALID_FLAG0_HAPTICS_SELECT; + if (ds->use_vibration_v2) + common->valid_flag2 |= DS_OUTPUT_VALID_FLAG2_COMPATIBLE_VIBRATION2; + else + common->valid_flag0 |= DS_OUTPUT_VALID_FLAG0_COMPATIBLE_VIBRATION; + common->motor_left = ds->motor_left; + common->motor_right = ds->motor_right; + ds->update_rumble = false; + } - if (ds->update_lightbar) { - common->valid_flag1 |= DS_OUTPUT_VALID_FLAG1_LIGHTBAR_CONTROL_ENABLE; - common->lightbar_red = ds->lightbar_red; - common->lightbar_green = ds->lightbar_green; - common->lightbar_blue = ds->lightbar_blue; + if (ds->update_lightbar) { + common->valid_flag1 |= DS_OUTPUT_VALID_FLAG1_LIGHTBAR_CONTROL_ENABLE; + common->lightbar_red = ds->lightbar_red; + common->lightbar_green = ds->lightbar_green; + common->lightbar_blue = ds->lightbar_blue; - ds->update_lightbar = false; - } + ds->update_lightbar = false; + } - if (ds->update_player_leds) { - common->valid_flag1 |= DS_OUTPUT_VALID_FLAG1_PLAYER_INDICATOR_CONTROL_ENABLE; - common->player_leds = ds->player_leds_state; + if (ds->update_player_leds) { + common->valid_flag1 |= + DS_OUTPUT_VALID_FLAG1_PLAYER_INDICATOR_CONTROL_ENABLE; + common->player_leds = ds->player_leds_state; - ds->update_player_leds = false; - } + ds->update_player_leds = false; + } - if (ds->plugged_state != ds->prev_plugged_state) { - u8 val = ds->plugged_state & DS_STATUS1_HP_DETECT; + if (ds->plugged_state != ds->prev_plugged_state) { + u8 val = ds->plugged_state & DS_STATUS1_HP_DETECT; - if (val != (ds->prev_plugged_state & DS_STATUS1_HP_DETECT)) { - common->valid_flag0 = DS_OUTPUT_VALID_FLAG0_AUDIO_CONTROL_ENABLE; - /* - * _--------> Output path setup in audio_flag0 - * / _------> Headphone (HP) Left channel sink - * | / _----> Headphone (HP) Right channel sink - * | | / _--> Internal Speaker (SP) sink - * | | | / - * | | | | L/R - Left/Right channel source - * 0 L-R X X - Unrouted (muted) channel source - * 1 L-L X - * 2 L-L R - * 3 X-X R - */ - if (val) { - /* Mute SP and route L+R channels to HP */ - common->audio_control = 0; - } else { - /* Mute HP and route R channel to SP */ - common->audio_control = - FIELD_PREP(DS_OUTPUT_AUDIO_FLAGS_OUTPUT_PATH_SEL, 0x3); + if (val != (ds->prev_plugged_state & DS_STATUS1_HP_DETECT)) { + common->valid_flag0 = DS_OUTPUT_VALID_FLAG0_AUDIO_CONTROL_ENABLE; /* - * Set SP hardware volume to 100%. - * Note the accepted range seems to be [0x3d..0x64] + * _--------> Output path setup in audio_flag0 + * / _------> Headphone (HP) Left channel sink + * | / _----> Headphone (HP) Right channel sink + * | | / _--> Internal Speaker (SP) sink + * | | | / + * | | | | L/R - Left/Right channel source + * 0 L-R X X - Unrouted (muted) channel source + * 1 L-L X + * 2 L-L R + * 3 X-X R */ - common->valid_flag0 |= DS_OUTPUT_VALID_FLAG0_SPEAKER_VOLUME_ENABLE; - common->speaker_volume = 0x64; - /* Set SP preamp gain to +6dB */ - common->valid_flag1 = DS_OUTPUT_VALID_FLAG1_AUDIO_CONTROL2_ENABLE; - common->audio_control2 = - FIELD_PREP(DS_OUTPUT_AUDIO_FLAGS2_SP_PREAMP_GAIN, 0x2); + if (val) { + /* Mute SP and route L+R channels to HP */ + common->audio_control = 0; + } else { + /* Mute HP and route R channel to SP */ + common->audio_control = + FIELD_PREP(DS_OUTPUT_AUDIO_FLAGS_OUTPUT_PATH_SEL, + 0x3); + /* + * Set SP hardware volume to 100%. + * Note the accepted range seems to be [0x3d..0x64] + */ + common->valid_flag0 |= + DS_OUTPUT_VALID_FLAG0_SPEAKER_VOLUME_ENABLE; + common->speaker_volume = 0x64; + /* Set SP preamp gain to +6dB */ + common->valid_flag1 = + DS_OUTPUT_VALID_FLAG1_AUDIO_CONTROL2_ENABLE; + common->audio_control2 = + FIELD_PREP(DS_OUTPUT_AUDIO_FLAGS2_SP_PREAMP_GAIN, + 0x2); + } + + input_report_switch(ds->jack, SW_HEADPHONE_INSERT, val); } - input_report_switch(ds->jack, SW_HEADPHONE_INSERT, val); + val = ds->plugged_state & DS_STATUS1_MIC_DETECT; + if (val != (ds->prev_plugged_state & DS_STATUS1_MIC_DETECT)) + input_report_switch(ds->jack, SW_MICROPHONE_INSERT, val); + + input_sync(ds->jack); + ds->prev_plugged_state = ds->plugged_state; } - val = ds->plugged_state & DS_STATUS1_MIC_DETECT; - if (val != (ds->prev_plugged_state & DS_STATUS1_MIC_DETECT)) - input_report_switch(ds->jack, SW_MICROPHONE_INSERT, val); + if (ds->update_mic_mute) { + common->valid_flag1 |= DS_OUTPUT_VALID_FLAG1_MIC_MUTE_LED_CONTROL_ENABLE; + common->mute_button_led = ds->mic_muted; - input_sync(ds->jack); - ds->prev_plugged_state = ds->plugged_state; - } - - if (ds->update_mic_mute) { - common->valid_flag1 |= DS_OUTPUT_VALID_FLAG1_MIC_MUTE_LED_CONTROL_ENABLE; - common->mute_button_led = ds->mic_muted; + if (ds->mic_muted) { + /* Disable microphone */ + common->valid_flag1 |= + DS_OUTPUT_VALID_FLAG1_POWER_SAVE_CONTROL_ENABLE; + common->power_save_control |= DS_OUTPUT_POWER_SAVE_CONTROL_MIC_MUTE; + } else { + /* Enable microphone */ + common->valid_flag1 |= + DS_OUTPUT_VALID_FLAG1_POWER_SAVE_CONTROL_ENABLE; + common->power_save_control &= + ~DS_OUTPUT_POWER_SAVE_CONTROL_MIC_MUTE; + } - if (ds->mic_muted) { - /* Disable microphone */ - common->valid_flag1 |= DS_OUTPUT_VALID_FLAG1_POWER_SAVE_CONTROL_ENABLE; - common->power_save_control |= DS_OUTPUT_POWER_SAVE_CONTROL_MIC_MUTE; - } else { - /* Enable microphone */ - common->valid_flag1 |= DS_OUTPUT_VALID_FLAG1_POWER_SAVE_CONTROL_ENABLE; - common->power_save_control &= ~DS_OUTPUT_POWER_SAVE_CONTROL_MIC_MUTE; + ds->update_mic_mute = false; } - - ds->update_mic_mute = false; } - spin_unlock_irqrestore(&ds->base.lock, flags); - dualsense_send_output_report(ds, &report); } @@ -2264,62 +2269,59 @@ static void dualshock4_output_worker(struct work_struct *work) struct dualshock4 *ds4 = container_of(work, struct dualshock4, output_worker); struct dualshock4_output_report report; struct dualshock4_output_report_common *common; - unsigned long flags; dualshock4_init_output_report(ds4, &report, ds4->output_report_dmabuf); common = report.common; - spin_lock_irqsave(&ds4->base.lock, flags); - - /* - * Some 3rd party gamepads expect updates to rumble and lightbar - * together, and setting one may cancel the other. - * - * Let's maximise compatibility by always sending rumble and lightbar - * updates together, even when only one has been scheduled, resulting - * in: - * - * ds4->valid_flag0 >= 0x03 - * - * Hopefully this will maximise compatibility with third-party pads. - * - * Any further update bits, such as 0x04 for lightbar blinking, will - * be or'd on top of this like before. - */ - if (ds4->update_rumble || ds4->update_lightbar) { - ds4->update_rumble = true; /* 0x01 */ - ds4->update_lightbar = true; /* 0x02 */ - } + scoped_guard(spinlock_irqsave, &ds4->base.lock) { + /* + * Some 3rd party gamepads expect updates to rumble and lightbar + * together, and setting one may cancel the other. + * + * Let's maximise compatibility by always sending rumble and lightbar + * updates together, even when only one has been scheduled, resulting + * in: + * + * ds4->valid_flag0 >= 0x03 + * + * Hopefully this will maximise compatibility with third-party pads. + * + * Any further update bits, such as 0x04 for lightbar blinking, will + * be or'd on top of this like before. + */ + if (ds4->update_rumble || ds4->update_lightbar) { + ds4->update_rumble = true; /* 0x01 */ + ds4->update_lightbar = true; /* 0x02 */ + } - if (ds4->update_rumble) { - /* Select classic rumble style haptics and enable it. */ - common->valid_flag0 |= DS4_OUTPUT_VALID_FLAG0_MOTOR; - common->motor_left = ds4->motor_left; - common->motor_right = ds4->motor_right; - ds4->update_rumble = false; - } + if (ds4->update_rumble) { + /* Select classic rumble style haptics and enable it. */ + common->valid_flag0 |= DS4_OUTPUT_VALID_FLAG0_MOTOR; + common->motor_left = ds4->motor_left; + common->motor_right = ds4->motor_right; + ds4->update_rumble = false; + } - if (ds4->update_lightbar) { - common->valid_flag0 |= DS4_OUTPUT_VALID_FLAG0_LED; - /* Compatible behavior with hid-sony, which used a dummy global LED to - * allow enabling/disabling the lightbar. The global LED maps to - * lightbar_enabled. - */ - common->lightbar_red = ds4->lightbar_enabled ? ds4->lightbar_red : 0; - common->lightbar_green = ds4->lightbar_enabled ? ds4->lightbar_green : 0; - common->lightbar_blue = ds4->lightbar_enabled ? ds4->lightbar_blue : 0; - ds4->update_lightbar = false; - } + if (ds4->update_lightbar) { + common->valid_flag0 |= DS4_OUTPUT_VALID_FLAG0_LED; + /* Compatible behavior with hid-sony, which used a dummy global LED to + * allow enabling/disabling the lightbar. The global LED maps to + * lightbar_enabled. + */ + common->lightbar_red = ds4->lightbar_enabled ? ds4->lightbar_red : 0; + common->lightbar_green = ds4->lightbar_enabled ? ds4->lightbar_green : 0; + common->lightbar_blue = ds4->lightbar_enabled ? ds4->lightbar_blue : 0; + ds4->update_lightbar = false; + } - if (ds4->update_lightbar_blink) { - common->valid_flag0 |= DS4_OUTPUT_VALID_FLAG0_LED_BLINK; - common->lightbar_blink_on = ds4->lightbar_blink_on; - common->lightbar_blink_off = ds4->lightbar_blink_off; - ds4->update_lightbar_blink = false; + if (ds4->update_lightbar_blink) { + common->valid_flag0 |= DS4_OUTPUT_VALID_FLAG0_LED_BLINK; + common->lightbar_blink_on = ds4->lightbar_blink_on; + common->lightbar_blink_off = ds4->lightbar_blink_off; + ds4->update_lightbar_blink = false; + } } - spin_unlock_irqrestore(&ds4->base.lock, flags); - /* Bluetooth packets need additional flags as well as a CRC in the last 4 bytes. */ if (report.bt) { u32 crc;