mirror of
https://mirrors.bfsu.edu.cn/git/linux.git
synced 2024-11-11 04:18:39 +08:00
Input: gameport - convert to use common workqueue instead of a thread
Instead of creating an exclusive thread to handle gameport events (which happen rarely), let's switch to common workqueue. With the arrival of concurrency-managed workqueue infrastructure we are not concerned that our callers or callees also using workqueue (no deadlocks anymore) and it should reduce total number of threads in the system. Signed-off-by: Dmitry Torokhov <dtor@mail.ru>
This commit is contained in:
parent
8ee294cd9d
commit
c44f242064
@ -18,13 +18,11 @@
|
||||
#include <linux/ioport.h>
|
||||
#include <linux/init.h>
|
||||
#include <linux/gameport.h>
|
||||
#include <linux/wait.h>
|
||||
#include <linux/slab.h>
|
||||
#include <linux/delay.h>
|
||||
#include <linux/kthread.h>
|
||||
#include <linux/workqueue.h>
|
||||
#include <linux/sched.h> /* HZ */
|
||||
#include <linux/mutex.h>
|
||||
#include <linux/freezer.h>
|
||||
|
||||
/*#include <asm/io.h>*/
|
||||
|
||||
@ -234,58 +232,22 @@ struct gameport_event {
|
||||
|
||||
static DEFINE_SPINLOCK(gameport_event_lock); /* protects gameport_event_list */
|
||||
static LIST_HEAD(gameport_event_list);
|
||||
static DECLARE_WAIT_QUEUE_HEAD(gameport_wait);
|
||||
static struct task_struct *gameport_task;
|
||||
|
||||
static int gameport_queue_event(void *object, struct module *owner,
|
||||
enum gameport_event_type event_type)
|
||||
static struct gameport_event *gameport_get_event(void)
|
||||
{
|
||||
struct gameport_event *event = NULL;
|
||||
unsigned long flags;
|
||||
struct gameport_event *event;
|
||||
int retval = 0;
|
||||
|
||||
spin_lock_irqsave(&gameport_event_lock, flags);
|
||||
|
||||
/*
|
||||
* Scan event list for the other events for the same gameport port,
|
||||
* starting with the most recent one. If event is the same we
|
||||
* do not need add new one. If event is of different type we
|
||||
* need to add this event and should not look further because
|
||||
* we need to preseve sequence of distinct events.
|
||||
*/
|
||||
list_for_each_entry_reverse(event, &gameport_event_list, node) {
|
||||
if (event->object == object) {
|
||||
if (event->type == event_type)
|
||||
goto out;
|
||||
break;
|
||||
}
|
||||
if (!list_empty(&gameport_event_list)) {
|
||||
event = list_first_entry(&gameport_event_list,
|
||||
struct gameport_event, node);
|
||||
list_del_init(&event->node);
|
||||
}
|
||||
|
||||
event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC);
|
||||
if (!event) {
|
||||
pr_err("Not enough memory to queue event %d\n", event_type);
|
||||
retval = -ENOMEM;
|
||||
goto out;
|
||||
}
|
||||
|
||||
if (!try_module_get(owner)) {
|
||||
pr_warning("Can't get module reference, dropping event %d\n",
|
||||
event_type);
|
||||
kfree(event);
|
||||
retval = -EINVAL;
|
||||
goto out;
|
||||
}
|
||||
|
||||
event->type = event_type;
|
||||
event->object = object;
|
||||
event->owner = owner;
|
||||
|
||||
list_add_tail(&event->node, &gameport_event_list);
|
||||
wake_up(&gameport_wait);
|
||||
|
||||
out:
|
||||
spin_unlock_irqrestore(&gameport_event_lock, flags);
|
||||
return retval;
|
||||
return event;
|
||||
}
|
||||
|
||||
static void gameport_free_event(struct gameport_event *event)
|
||||
@ -319,24 +281,8 @@ static void gameport_remove_duplicate_events(struct gameport_event *event)
|
||||
spin_unlock_irqrestore(&gameport_event_lock, flags);
|
||||
}
|
||||
|
||||
static struct gameport_event *gameport_get_event(void)
|
||||
{
|
||||
struct gameport_event *event = NULL;
|
||||
unsigned long flags;
|
||||
|
||||
spin_lock_irqsave(&gameport_event_lock, flags);
|
||||
|
||||
if (!list_empty(&gameport_event_list)) {
|
||||
event = list_first_entry(&gameport_event_list,
|
||||
struct gameport_event, node);
|
||||
list_del_init(&event->node);
|
||||
}
|
||||
|
||||
spin_unlock_irqrestore(&gameport_event_lock, flags);
|
||||
return event;
|
||||
}
|
||||
|
||||
static void gameport_handle_event(void)
|
||||
static void gameport_handle_events(struct work_struct *work)
|
||||
{
|
||||
struct gameport_event *event;
|
||||
|
||||
@ -368,6 +314,59 @@ static void gameport_handle_event(void)
|
||||
mutex_unlock(&gameport_mutex);
|
||||
}
|
||||
|
||||
static DECLARE_WORK(gameport_event_work, gameport_handle_events);
|
||||
|
||||
static int gameport_queue_event(void *object, struct module *owner,
|
||||
enum gameport_event_type event_type)
|
||||
{
|
||||
unsigned long flags;
|
||||
struct gameport_event *event;
|
||||
int retval = 0;
|
||||
|
||||
spin_lock_irqsave(&gameport_event_lock, flags);
|
||||
|
||||
/*
|
||||
* Scan event list for the other events for the same gameport port,
|
||||
* starting with the most recent one. If event is the same we
|
||||
* do not need add new one. If event is of different type we
|
||||
* need to add this event and should not look further because
|
||||
* we need to preserve sequence of distinct events.
|
||||
*/
|
||||
list_for_each_entry_reverse(event, &gameport_event_list, node) {
|
||||
if (event->object == object) {
|
||||
if (event->type == event_type)
|
||||
goto out;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC);
|
||||
if (!event) {
|
||||
pr_err("Not enough memory to queue event %d\n", event_type);
|
||||
retval = -ENOMEM;
|
||||
goto out;
|
||||
}
|
||||
|
||||
if (!try_module_get(owner)) {
|
||||
pr_warning("Can't get module reference, dropping event %d\n",
|
||||
event_type);
|
||||
kfree(event);
|
||||
retval = -EINVAL;
|
||||
goto out;
|
||||
}
|
||||
|
||||
event->type = event_type;
|
||||
event->object = object;
|
||||
event->owner = owner;
|
||||
|
||||
list_add_tail(&event->node, &gameport_event_list);
|
||||
schedule_work(&gameport_event_work);
|
||||
|
||||
out:
|
||||
spin_unlock_irqrestore(&gameport_event_lock, flags);
|
||||
return retval;
|
||||
}
|
||||
|
||||
/*
|
||||
* Remove all events that have been submitted for a given object,
|
||||
* be it a gameport port or a driver.
|
||||
@ -419,19 +418,6 @@ static struct gameport *gameport_get_pending_child(struct gameport *parent)
|
||||
return child;
|
||||
}
|
||||
|
||||
static int gameport_thread(void *nothing)
|
||||
{
|
||||
set_freezable();
|
||||
do {
|
||||
gameport_handle_event();
|
||||
wait_event_freezable(gameport_wait,
|
||||
kthread_should_stop() || !list_empty(&gameport_event_list));
|
||||
} while (!kthread_should_stop());
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Gameport port operations
|
||||
*/
|
||||
@ -814,13 +800,6 @@ static int __init gameport_init(void)
|
||||
return error;
|
||||
}
|
||||
|
||||
gameport_task = kthread_run(gameport_thread, NULL, "kgameportd");
|
||||
if (IS_ERR(gameport_task)) {
|
||||
bus_unregister(&gameport_bus);
|
||||
error = PTR_ERR(gameport_task);
|
||||
pr_err("Failed to start kgameportd, error: %d\n", error);
|
||||
return error;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -828,7 +807,12 @@ static int __init gameport_init(void)
|
||||
static void __exit gameport_exit(void)
|
||||
{
|
||||
bus_unregister(&gameport_bus);
|
||||
kthread_stop(gameport_task);
|
||||
|
||||
/*
|
||||
* There should not be any outstanding events but work may
|
||||
* still be scheduled so simply cancel it.
|
||||
*/
|
||||
cancel_work_sync(&gameport_event_work);
|
||||
}
|
||||
|
||||
subsys_initcall(gameport_init);
|
||||
|
Loading…
Reference in New Issue
Block a user