fbdev: Remove trailing whitespaces

Fix coding style. No functional changes.

Signed-off-by: Thomas Zimmermann <tzimmermann@suse.de>
Reviewed-by: Javier Martinez Canillas <javierm@redhat.com>
Link: https://patchwork.freedesktop.org/patch/msgid/20220718072322.8927-2-tzimmermann@suse.de
This commit is contained in:
Thomas Zimmermann
2022-07-18 09:23:12 +02:00
parent 42542c7904
commit 729d687209
12 changed files with 457 additions and 457 deletions
+101 -101
View File
@@ -10,32 +10,32 @@
* The primary goal is to remove the console code from fbdev and place it
* into fbcon.c. This reduces the code and makes writing a new fbdev driver
* easy since the author doesn't need to worry about console internals. It
* also allows the ability to run fbdev without a console/tty system on top
* of it.
* also allows the ability to run fbdev without a console/tty system on top
* of it.
*
* First the roles of struct fb_info and struct display have changed. Struct
* display will go away. The way the new framebuffer console code will
* work is that it will act to translate data about the tty/console in
* work is that it will act to translate data about the tty/console in
* struct vc_data to data in a device independent way in struct fb_info. Then
* various functions in struct fb_ops will be called to store the device
* dependent state in the par field in struct fb_info and to change the
* various functions in struct fb_ops will be called to store the device
* dependent state in the par field in struct fb_info and to change the
* hardware to that state. This allows a very clean separation of the fbdev
* layer from the console layer. It also allows one to use fbdev on its own
* which is a bounus for embedded devices. The reason this approach works is
* which is a bounus for embedded devices. The reason this approach works is
* for each framebuffer device when used as a tty/console device is allocated
* a set of virtual terminals to it. Only one virtual terminal can be active
* per framebuffer device. We already have all the data we need in struct
* a set of virtual terminals to it. Only one virtual terminal can be active
* per framebuffer device. We already have all the data we need in struct
* vc_data so why store a bunch of colormaps and other fbdev specific data
* per virtual terminal.
* per virtual terminal.
*
* As you can see doing this makes the con parameter pretty much useless
* for struct fb_ops functions, as it should be. Also having struct
* fb_var_screeninfo and other data in fb_info pretty much eliminates the
* for struct fb_ops functions, as it should be. Also having struct
* fb_var_screeninfo and other data in fb_info pretty much eliminates the
* need for get_fix and get_var. Once all drivers use the fix, var, and cmap
* fbcon can be written around these fields. This will also eliminate the
* need to regenerate struct fb_var_screeninfo, struct fb_fix_screeninfo
* struct fb_cmap every time get_var, get_fix, get_cmap functions are called
* as many drivers do now.
* as many drivers do now.
*
* This file is subject to the terms and conditions of the GNU General Public
* License. See the file COPYING in the main directory of this archive for
@@ -66,68 +66,68 @@
static char *mode_option;
/*
* If your driver supports multiple boards, you should make the
* below data types arrays, or allocate them dynamically (using kmalloc()).
*/
* If your driver supports multiple boards, you should make the
* below data types arrays, or allocate them dynamically (using kmalloc()).
*/
/*
/*
* This structure defines the hardware state of the graphics card. Normally
* you place this in a header file in linux/include/video. This file usually
* also includes register information. That allows other driver subsystems
* and userland applications the ability to use the same header file to
* avoid duplicate work and easy porting of software.
* and userland applications the ability to use the same header file to
* avoid duplicate work and easy porting of software.
*/
struct xxx_par;
/*
* Here we define the default structs fb_fix_screeninfo and fb_var_screeninfo
* if we don't use modedb. If we do use modedb see xxxfb_init how to use it
* to get a fb_var_screeninfo. Otherwise define a default var as well.
* to get a fb_var_screeninfo. Otherwise define a default var as well.
*/
static const struct fb_fix_screeninfo xxxfb_fix = {
.id = "FB's name",
.id = "FB's name",
.type = FB_TYPE_PACKED_PIXELS,
.visual = FB_VISUAL_PSEUDOCOLOR,
.xpanstep = 1,
.ypanstep = 1,
.ywrapstep = 1,
.ywrapstep = 1,
.accel = FB_ACCEL_NONE,
};
/*
* Modern graphical hardware not only supports pipelines but some
* Modern graphical hardware not only supports pipelines but some
* also support multiple monitors where each display can have
* its own unique data. In this case each display could be
* represented by a separate framebuffer device thus a separate
* its own unique data. In this case each display could be
* represented by a separate framebuffer device thus a separate
* struct fb_info. Now the struct xxx_par represents the graphics
* hardware state thus only one exist per card. In this case the
* struct xxx_par for each graphics card would be shared between
* every struct fb_info that represents a framebuffer on that card.
* This allows when one display changes it video resolution (info->var)
* hardware state thus only one exist per card. In this case the
* struct xxx_par for each graphics card would be shared between
* every struct fb_info that represents a framebuffer on that card.
* This allows when one display changes it video resolution (info->var)
* the other displays know instantly. Each display can always be
* aware of the entire hardware state that affects it because they share
* the same xxx_par struct. The other side of the coin is multiple
* graphics cards that pass data around until it is finally displayed
* on one monitor. Such examples are the voodoo 1 cards and high end
* NUMA graphics servers. For this case we have a bunch of pars, each
* one that represents a graphics state, that belong to one struct
* one that represents a graphics state, that belong to one struct
* fb_info. Their you would want to have *par point to a array of device
* states and have each struct fb_ops function deal with all those
* states and have each struct fb_ops function deal with all those
* states. I hope this covers every possible hardware design. If not
* feel free to send your ideas at jsimmons@users.sf.net
* feel free to send your ideas at jsimmons@users.sf.net
*/
/*
* If your driver supports multiple boards or it supports multiple
* framebuffers, you should make these arrays, or allocate them
* If your driver supports multiple boards or it supports multiple
* framebuffers, you should make these arrays, or allocate them
* dynamically using framebuffer_alloc() and free them with
* framebuffer_release().
*/
*/
static struct fb_info info;
/*
/*
* Each one represents the state of the hardware. Most hardware have
* just one hardware state. These here represent the default state(s).
* just one hardware state. These here represent the default state(s).
*/
static struct xxx_par __initdata current_par;
@@ -138,12 +138,12 @@ int xxxfb_init(void);
* first accessed.
* @info: frame buffer structure that represents a single frame buffer
* @user: tell us if the userland (value=1) or the console is accessing
* the framebuffer.
* the framebuffer.
*
* This function is the first function called in the framebuffer api.
* Usually you don't need to provide this function. The case where it
* Usually you don't need to provide this function. The case where it
* is used is to change from a text mode hardware state to a graphics
* mode state.
* mode state.
*
* Returns negative errno on error, or zero on success.
*/
@@ -153,13 +153,13 @@ static int xxxfb_open(struct fb_info *info, int user)
}
/**
* xxxfb_release - Optional function. Called when the framebuffer
* device is closed.
* xxxfb_release - Optional function. Called when the framebuffer
* device is closed.
* @info: frame buffer structure that represents a single frame buffer
* @user: tell us if the userland (value=1) or the console is accessing
* the framebuffer.
*
* Thus function is called when we close /dev/fb or the framebuffer
* the framebuffer.
*
* Thus function is called when we close /dev/fb or the framebuffer
* console system is released. Usually you don't need this function.
* The case where it is usually used is to go from a graphics state
* to a text mode state.
@@ -172,17 +172,17 @@ static int xxxfb_release(struct fb_info *info, int user)
}
/**
* xxxfb_check_var - Optional function. Validates a var passed in.
* xxxfb_check_var - Optional function. Validates a var passed in.
* @var: frame buffer variable screen structure
* @info: frame buffer structure that represents a single frame buffer
* @info: frame buffer structure that represents a single frame buffer
*
* Checks to see if the hardware supports the state requested by
* var passed in. This function does not alter the hardware state!!!
* This means the data stored in struct fb_info and struct xxx_par do
* not change. This includes the var inside of struct fb_info.
* var passed in. This function does not alter the hardware state!!!
* This means the data stored in struct fb_info and struct xxx_par do
* not change. This includes the var inside of struct fb_info.
* Do NOT change these. This function can be called on its own if we
* intent to only test a mode and not actually set it. The stuff in
* modedb.c is a example of this. If the var passed in is slightly
* intent to only test a mode and not actually set it. The stuff in
* modedb.c is a example of this. If the var passed in is slightly
* off by what the hardware can support then we alter the var PASSED in
* to what we can do.
*
@@ -210,7 +210,7 @@ static int xxxfb_release(struct fb_info *info, int user)
static int xxxfb_check_var(struct fb_var_screeninfo *var, struct fb_info *info)
{
/* ... */
return 0;
return 0;
}
/**
@@ -219,9 +219,9 @@ static int xxxfb_check_var(struct fb_var_screeninfo *var, struct fb_info *info)
*
* Using the fb_var_screeninfo in fb_info we set the resolution of the
* this particular framebuffer. This function alters the par AND the
* fb_fix_screeninfo stored in fb_info. It doesn't not alter var in
* fb_fix_screeninfo stored in fb_info. It doesn't not alter var in
* fb_info since we are using that data. This means we depend on the
* data in var inside fb_info to be supported by the hardware.
* data in var inside fb_info to be supported by the hardware.
*
* This function is also used to recover/restore the hardware to a
* known working state.
@@ -256,20 +256,20 @@ static int xxxfb_set_par(struct fb_info *info)
{
struct xxx_par *par = info->par;
/* ... */
return 0;
return 0;
}
/**
* xxxfb_setcolreg - Optional function. Sets a color register.
* @regno: Which register in the CLUT we are programming
* @red: The red value which can be up to 16 bits wide
* @green: The green value which can be up to 16 bits wide
* @regno: Which register in the CLUT we are programming
* @red: The red value which can be up to 16 bits wide
* @green: The green value which can be up to 16 bits wide
* @blue: The blue value which can be up to 16 bits wide.
* @transp: If supported, the alpha value which can be up to 16 bits wide.
* @info: frame buffer info structure
*
*
* Set a single color register. The values supplied have a 16 bit
* magnitude which needs to be scaled in this function for the hardware.
* magnitude which needs to be scaled in this function for the hardware.
* Things to take into consideration are how many color registers, if
* any, are supported with the current color visual. With truecolor mode
* no color palettes are supported. Here a pseudo palette is created
@@ -277,8 +277,8 @@ static int xxxfb_set_par(struct fb_info *info)
* pseudocolor mode we have a limited color palette. To deal with this
* we can program what color is displayed for a particular pixel value.
* DirectColor is similar in that we can program each color field. If
* we have a static colormap we don't need to implement this function.
*
* we have a static colormap we don't need to implement this function.
*
* Returns negative errno on error, or zero on success.
*/
static int xxxfb_setcolreg(unsigned regno, unsigned red, unsigned green,
@@ -442,7 +442,7 @@ static int xxxfb_pan_display(struct fb_var_screeninfo *var,
/**
* xxxfb_blank - NOT a required function. Blanks the display.
* @blank_mode: the blank mode we want.
* @blank_mode: the blank mode we want.
* @info: frame buffer structure that represents a single frame buffer
*
* Blank the screen if blank_mode != FB_BLANK_UNBLANK, else unblank.
@@ -471,22 +471,22 @@ static int xxxfb_blank(int blank_mode, struct fb_info *info)
/*
* We provide our own functions if we have hardware acceleration
* or non packed pixel format layouts. If we have no hardware
* or non packed pixel format layouts. If we have no hardware
* acceleration, we can use a generic unaccelerated function. If using
* a pack pixel format just use the functions in cfb_*.c. Each file
* a pack pixel format just use the functions in cfb_*.c. Each file
* has one of the three different accel functions we support.
*/
/**
* xxxfb_fillrect - REQUIRED function. Can use generic routines if
* xxxfb_fillrect - REQUIRED function. Can use generic routines if
* non acclerated hardware and packed pixel based.
* Draws a rectangle on the screen.
* Draws a rectangle on the screen.
*
* @info: frame buffer structure that represents a single frame buffer
* @region: The structure representing the rectangular region we
* @region: The structure representing the rectangular region we
* wish to draw to.
*
* This drawing operation places/removes a retangle on the screen
* This drawing operation places/removes a retangle on the screen
* depending on the rastering operation with the value of color which
* is in the current color depth format.
*/
@@ -494,13 +494,13 @@ void xxxfb_fillrect(struct fb_info *p, const struct fb_fillrect *region)
{
/* Meaning of struct fb_fillrect
*
* @dx: The x and y corrdinates of the upper left hand corner of the
* @dy: area we want to draw to.
* @dx: The x and y corrdinates of the upper left hand corner of the
* @dy: area we want to draw to.
* @width: How wide the rectangle is we want to draw.
* @height: How tall the rectangle is we want to draw.
* @color: The color to fill in the rectangle with.
* @color: The color to fill in the rectangle with.
* @rop: The raster operation. We can draw the rectangle with a COPY
* of XOR which provides erasing effect.
* of XOR which provides erasing effect.
*/
}
@@ -516,7 +516,7 @@ void xxxfb_fillrect(struct fb_info *p, const struct fb_fillrect *region)
* This drawing operation copies a rectangular area from one area of the
* screen to another area.
*/
void xxxfb_copyarea(struct fb_info *p, const struct fb_copyarea *area)
void xxxfb_copyarea(struct fb_info *p, const struct fb_copyarea *area)
{
/*
* @dx: The x and y coordinates of the upper left hand corner of the
@@ -532,28 +532,28 @@ void xxxfb_copyarea(struct fb_info *p, const struct fb_copyarea *area)
/**
* xxxfb_imageblit - REQUIRED function. Can use generic routines if
* non acclerated hardware and packed pixel based.
* Copies a image from system memory to the screen.
* Copies a image from system memory to the screen.
*
* @info: frame buffer structure that represents a single frame buffer
* @image: structure defining the image.
*
* This drawing operation draws a image on the screen. It can be a
* This drawing operation draws a image on the screen. It can be a
* mono image (needed for font handling) or a color image (needed for
* tux).
* tux).
*/
void xxxfb_imageblit(struct fb_info *p, const struct fb_image *image)
void xxxfb_imageblit(struct fb_info *p, const struct fb_image *image)
{
/*
* @dx: The x and y coordinates of the upper left hand corner of the
* @dy: destination area to place the image on the screen.
* @width: How wide the image is we want to copy.
* @height: How tall the image is we want to copy.
* @fg_color: For mono bitmap images this is color data for
* @fg_color: For mono bitmap images this is color data for
* @bg_color: the foreground and background of the image to
* write directly to the frmaebuffer.
* @depth: How many bits represent a single pixel for this image.
* @data: The actual data used to construct the image on the display.
* @cmap: The colormap used for color images.
* @cmap: The colormap used for color images.
*/
/*
@@ -580,13 +580,13 @@ void xxxfb_imageblit(struct fb_info *p, const struct fb_image *image)
int xxxfb_cursor(struct fb_info *info, struct fb_cursor *cursor)
{
/*
* @set: Which fields we are altering in struct fb_cursor
* @enable: Disable or enable the cursor
* @rop: The bit operation we want to do.
* @mask: This is the cursor mask bitmap.
* @set: Which fields we are altering in struct fb_cursor
* @enable: Disable or enable the cursor
* @rop: The bit operation we want to do.
* @mask: This is the cursor mask bitmap.
* @dest: A image of the area we are going to display the cursor.
* Used internally by the driver.
* @hot: The hot spot.
* Used internally by the driver.
* @hot: The hot spot.
* @image: The actual data for the cursor image.
*
* NOTES ON FLAGS (cursor->set):
@@ -614,11 +614,11 @@ int xxxfb_cursor(struct fb_info *info, struct fb_cursor *cursor)
}
/**
* xxxfb_sync - NOT a required function. Normally the accel engine
* xxxfb_sync - NOT a required function. Normally the accel engine
* for a graphics card take a specific amount of time.
* Often we have to wait for the accelerator to finish
* its operation before we can write to the framebuffer
* so we can have consistent display output.
* so we can have consistent display output.
*
* @info: frame buffer structure that represents a single frame buffer
*
@@ -666,8 +666,8 @@ static int xxxfb_probe(struct pci_dev *dev, const struct pci_device_id *ent)
struct fb_info *info;
struct xxx_par *par;
struct device *device = &dev->dev; /* or &pdev->dev */
int cmap_len, retval;
int cmap_len, retval;
/*
* Dynamically allocate info and par
*/
@@ -679,11 +679,11 @@ static int xxxfb_probe(struct pci_dev *dev, const struct pci_device_id *ent)
par = info->par;
/*
/*
* Here we set the screen_base to the virtual memory address
* for the framebuffer. Usually we obtain the resource address
* from the bus layer and then translate it to virtual memory
* space via ioremap. Consult ioport.h.
* space via ioremap. Consult ioport.h.
*/
info->screen_base = framebuffer_virtual_memory;
info->fbops = &xxxfb_ops;
@@ -767,24 +767,24 @@ static int xxxfb_probe(struct pci_dev *dev, const struct pci_device_id *ent)
/*
* This should give a reasonable default video mode. The following is
* done when we can set a video mode.
* done when we can set a video mode.
*/
if (!mode_option)
mode_option = "640x480@60";
mode_option = "640x480@60";
retval = fb_find_mode(&info->var, info, mode_option, NULL, 0, NULL, 8);
if (!retval || retval == 4)
return -EINVAL;
return -EINVAL;
/* This has to be done! */
if (fb_alloc_cmap(&info->cmap, cmap_len, 0))
return -ENOMEM;
/*
* The following is done in the case of having hardware with a static
* mode. If we are setting the mode ourselves we don't call this.
*/
/*
* The following is done in the case of having hardware with a static
* mode. If we are setting the mode ourselves we don't call this.
*/
info->var = xxxfb_var;
/*