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:
Dmitry Torokhov 2010-11-15 01:39:57 -08:00
parent 8ee294cd9d
commit c44f242064

View File

@ -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);