[RFC PATCH 02/19] powerpc: gamecube: device tree
Albert Herranz
albert_herranz at yahoo.es
Thu Nov 26 05:43:28 EST 2009
Segher Boessenkool wrote:
>> + memory {
>> + device_type = "memory";
>> + /* 24M minus framebuffer memory area (640*576*2*2) */
>> + reg = <0x00000000 0x01698000>;
>
> Put the whole 24MB here, probe the framebuffer address and size
> in the platform code?
>
Yes, I'll do that.
>> + soc {
>> + #address-cells = <1>;
>> + #size-cells = <1>;
>> + #interrupt-cells = <1>;
>
> This isn't an interrupt controller, don't put #interrupt-cells
> here.
>
Isn't this needed to define what is to be expected in the "interrupts" properties of the child nodes?
>> + video at 0c002000 {
>> + compatible = "nintendo,flipper-video";
>> + reg = <0x0c002000 0x100>;
>> + interrupts = <8>;
>> + interrupt-parent = <&pic>;
>> + /* XFB is the eXternal FrameBuffer */
>> + xfb-start = <0x01698000>; /* end-of-ram - xfb-size */
>> + xfb-size = <0x168000>;
>
> XFB address isn't fixed on the hardware, and the kernel might
> want to move it, and you can easily probe for it anyway. Remove
> these last two properties please.
>
I'll clean that too. The location of the framebuffer will be a platform code decission, instead of a device tree "setting".
>
>> + auxram at 0c005000 {
>> + compatible = "nintendo,flipper-auxram";
>> + reg = <0x0c005000 0x200>; /* DSP */
>> + interrupts = <6>;
>> + interrupt-parent = <&pic>;
>> + };
>> +
>> + audio at 0c005000 {
>> + compatible = "nintendo,flipper-audio";
>> + reg = <0x0c005000 0x200 /* DSP */
>> + 0x0c006c00 0x20>; /* AI */
>> + interrupts = <6>;
>> + interrupt-parent = <&pic>;
>> + };
>
> These two have the same address, not good. Just remove the
> auxram node?
>
The DSP and the ARAM control/status bits share some registers in the same block.
How should I match the aram block driver if I remove the auxram node?
>> + disk at 0c006000 {
>> + compatible = "nintendo,flipper-disk";
>
> I always thought optical discs are spelled with a "c", but
> people disagree a lot on this :-)
>
The "disk" here comes from "Disk Interface" (DI) as described by Nintendo patents about the GameCube.
So I chose "k" here :)
> ...and all the applicable things I mentioned in my Wii dev tree
> reply, of course.
>
> Wow, it wasn't as bad as I expected actually. But you cheated,
> you omitted most devices from the device trees :-)
>
You're welcome to add them too if you have information about them :)
Thanks again,
Albert
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