.end            = end_irq,
 };
 
-#ifdef CONFIG_PM
-void startup_match20_interrupt(irq_handler_t handler)
-{
-       struct irq_desc *desc = &irq_desc[AU1000_TOY_MATCH2_INT];
-
-       static struct irqaction action;
-       memset(&action, 0, sizeof(struct irqaction));
-
-       /*
-        * This is a big problem.... since we didn't use request_irq
-        * when kernel/irq.c calls probe_irq_xxx this interrupt will
-        * be probed for usage. This will end up disabling the device :(
-        * Give it a bogus "action" pointer -- this will keep it from
-        * getting auto-probed!
-        *
-        * By setting the status to match that of request_irq() we
-        * can avoid it.  --cgray
-       */
-       action.dev_id = handler;
-       action.flags = IRQF_DISABLED;
-       cpus_clear(action.mask);
-       action.name = "Au1xxx TOY";
-       action.handler = handler;
-       action.next = NULL;
-
-       desc->action = &action;
-       desc->status &= ~(IRQ_DISABLED | IRQ_AUTODETECT | IRQ_WAITING | IRQ_INPROGRESS);
-
-       local_enable_irq(AU1000_TOY_MATCH2_INT);
-}
-#endif
-
 static void __init setup_local_irq(unsigned int irq_nr, int type, int int_req)
 {
        unsigned int bit = irq_nr - AU1000_INTC0_INT_BASE;
 
 unsigned long wtimer;
 
 #ifdef CONFIG_PM
-irqreturn_t counter0_irq(int irq, void *dev_id)
+static irqreturn_t counter0_irq(int irq, void *dev_id)
 {
        unsigned long pc0;
        int time_elapsed;
        return IRQ_HANDLED;
 }
 
+struct irqaction counter0_action = {
+       .handler        = counter0_irq,
+       .flags          = IRQF_DISABLED,
+       .name           = "alchemy-toy",
+       .dev_id         = NULL,
+};
+
 /* When we wakeup from sleep, we have to "catch up" on all of the
  * timer ticks we have missed.
  */
                au_writel(last_match20 + MATCH20_INC, SYS_TOYMATCH2);
                au_sync();
                while (au_readl(SYS_COUNTER_CNTRL) & SYS_CNTRL_M20);
-               startup_match20_interrupt(counter0_irq);
+               setup_irq(AU1000_TOY_MATCH2_INT, &counter0_action);
 
                /* We can use the real 'wait' instruction.
                */