TI的游戏手柄示例项目中的这个中断禁用/启用对是否实现了什么?

时间:2017-02-12 01:01:34

标签: c arm embedded texas-instruments

来自TI的ek-tm4c123gxl usb-dev-gamepad CCS示例的代码在中断禁用/启用对中将易失性枚举赋值包装到g_iGamepadState。对我来说,它看起来像一个bug;它应该包装发送报告功能USBDHIDGamepadSendReport()以防止中间发送中断。我认为这样可以防止单个存储指令的中断,这将是多余的。

以下是引用枚举的所有代码......

volatile enum {
    eStateNotConfigured,            // Not yet configured.
    eStateIdle,                     // Connected, not waiting on data to be sent
    eStateSuspend,                  // Suspended
    eStateSending                   // Connected, waiting on data to be sent out
} g_iGamepadState;

...

//*****************************************************************************
//
// Handles asynchronous events from the HID gamepad driver.
//
// \param pvCBData is the event callback pointer provided during
// USBDHIDGamepadInit().  This is a pointer to our gamepad device structure
// (&g_sGamepadDevice).
// \param ui32Event identifies the event we are being called back for.
// \param ui32MsgData is an event-specific value.
// \param pvMsgData is an event-specific pointer.
//
// This function is called by the HID gamepad driver to inform the application
// of particular asynchronous events related to operation of the gamepad HID
// device.
//
// \return Returns 0 in all cases.
//
//*****************************************************************************
uint32_t GamepadHandler(void *pvCBData, uint32_t ui32Event,
        uint32_t ui32MsgData, void *pvMsgData) {
    switch (ui32Event) {
    case USB_EVENT_CONNECTED: {
        g_iGamepadState = eStateIdle;
        break;
    }
    case USB_EVENT_DISCONNECTED: {
        g_iGamepadState = eStateNotConfigured;
        break;
    }
    case USB_EVENT_TX_COMPLETE: {
        g_iGamepadState = eStateIdle;
        break;
    }
    case USB_EVENT_SUSPEND: {
        g_iGamepadState = eStateSuspend;
        break;
    }
    case USB_EVENT_RESUME: {
        g_iGamepadState = eStateIdle;
        break;
    }

    ...

    default: {
        break;
    }
    }

    return (0);
}

...

int main(void) {

    ...

    // Not configured initially.
    g_iGamepadState = eStateNotConfigured;

    ...


    while (1) {
        //
        // Wait here until USB device is connected to a host.
        //
        if (g_GamepadState == eStateIdle) {

            ...

            USBDHIDGamepadSendReport(&g_sGamepadDevice, &sReport,
                    sizeof(sReport));

            //
            // Now sending data but protect this from an interrupt since
            // it can change in interrupt context as well.
            //
            IntMasterDisable();
            g_iGamepadState = eStateSending;
            IntMasterEnable();
        }
    }
}

1 个答案:

答案 0 :(得分:0)

来自TI的E2E forum ...

  

我认为你是对的。这可能是一个错误。

空闲TX事件可能会在发送报告和更改为发送状态枚举之间返回,这将永远不会离开发送状态。这个解释似乎最有效地解释了为什么禁用/启用中断对首先存在。