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authorDmitry Torokhov <dmitry.torokhov@gmail.com>2010-11-15 04:39:57 -0500
committerDmitry Torokhov <dmitry.torokhov@gmail.com>2010-11-18 03:25:49 -0500
commitc44f242064093e640a068741b05ee6acdd49bc22 (patch)
tree58279c066e644a5da94726f1dc5eb1a7b1e2affe /drivers/input
parent8ee294cd9def0004887da7f44b80563493b0a097 (diff)
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>
Diffstat (limited to 'drivers/input')
-rw-r--r--drivers/input/gameport/gameport.c152
1 files changed, 68 insertions, 84 deletions
diff --git a/drivers/input/gameport/gameport.c b/drivers/input/gameport/gameport.c
index 46239e47a260..dbf741c95835 100644
--- a/drivers/input/gameport/gameport.c
+++ b/drivers/input/gameport/gameport.c
@@ -18,13 +18,11 @@
18#include <linux/ioport.h> 18#include <linux/ioport.h>
19#include <linux/init.h> 19#include <linux/init.h>
20#include <linux/gameport.h> 20#include <linux/gameport.h>
21#include <linux/wait.h>
22#include <linux/slab.h> 21#include <linux/slab.h>
23#include <linux/delay.h> 22#include <linux/delay.h>
24#include <linux/kthread.h> 23#include <linux/workqueue.h>
25#include <linux/sched.h> /* HZ */ 24#include <linux/sched.h> /* HZ */
26#include <linux/mutex.h> 25#include <linux/mutex.h>
27#include <linux/freezer.h>
28 26
29/*#include <asm/io.h>*/ 27/*#include <asm/io.h>*/
30 28
@@ -234,58 +232,22 @@ struct gameport_event {
234 232
235static DEFINE_SPINLOCK(gameport_event_lock); /* protects gameport_event_list */ 233static DEFINE_SPINLOCK(gameport_event_lock); /* protects gameport_event_list */
236static LIST_HEAD(gameport_event_list); 234static LIST_HEAD(gameport_event_list);
237static DECLARE_WAIT_QUEUE_HEAD(gameport_wait);
238static struct task_struct *gameport_task;
239 235
240static int gameport_queue_event(void *object, struct module *owner, 236static struct gameport_event *gameport_get_event(void)
241 enum gameport_event_type event_type)
242{ 237{
238 struct gameport_event *event = NULL;
243 unsigned long flags; 239 unsigned long flags;
244 struct gameport_event *event;
245 int retval = 0;
246 240
247 spin_lock_irqsave(&gameport_event_lock, flags); 241 spin_lock_irqsave(&gameport_event_lock, flags);
248 242
249 /* 243 if (!list_empty(&gameport_event_list)) {
250 * Scan event list for the other events for the same gameport port, 244 event = list_first_entry(&gameport_event_list,
251 * starting with the most recent one. If event is the same we 245 struct gameport_event, node);
252 * do not need add new one. If event is of different type we 246 list_del_init(&event->node);
253 * need to add this event and should not look further because
254 * we need to preseve sequence of distinct events.
255 */
256 list_for_each_entry_reverse(event, &gameport_event_list, node) {
257 if (event->object == object) {
258 if (event->type == event_type)
259 goto out;
260 break;
261 }
262 }
263
264 event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC);
265 if (!event) {
266 pr_err("Not enough memory to queue event %d\n", event_type);
267 retval = -ENOMEM;
268 goto out;
269 }
270
271 if (!try_module_get(owner)) {
272 pr_warning("Can't get module reference, dropping event %d\n",
273 event_type);
274 kfree(event);
275 retval = -EINVAL;
276 goto out;
277 } 247 }
278 248
279 event->type = event_type;
280 event->object = object;
281 event->owner = owner;
282
283 list_add_tail(&event->node, &gameport_event_list);
284 wake_up(&gameport_wait);
285
286out:
287 spin_unlock_irqrestore(&gameport_event_lock, flags); 249 spin_unlock_irqrestore(&gameport_event_lock, flags);
288 return retval; 250 return event;
289} 251}
290 252
291static void gameport_free_event(struct gameport_event *event) 253static void gameport_free_event(struct gameport_event *event)
@@ -319,24 +281,8 @@ static void gameport_remove_duplicate_events(struct gameport_event *event)
319 spin_unlock_irqrestore(&gameport_event_lock, flags); 281 spin_unlock_irqrestore(&gameport_event_lock, flags);
320} 282}
321 283
322static struct gameport_event *gameport_get_event(void)
323{
324 struct gameport_event *event = NULL;
325 unsigned long flags;
326
327 spin_lock_irqsave(&gameport_event_lock, flags);
328
329 if (!list_empty(&gameport_event_list)) {
330 event = list_first_entry(&gameport_event_list,
331 struct gameport_event, node);
332 list_del_init(&event->node);
333 }
334
335 spin_unlock_irqrestore(&gameport_event_lock, flags);
336 return event;
337}
338 284
339static void gameport_handle_event(void) 285static void gameport_handle_events(struct work_struct *work)
340{ 286{
341 struct gameport_event *event; 287 struct gameport_event *event;
342 288
@@ -368,6 +314,59 @@ static void gameport_handle_event(void)
368 mutex_unlock(&gameport_mutex); 314 mutex_unlock(&gameport_mutex);
369} 315}
370 316
317static DECLARE_WORK(gameport_event_work, gameport_handle_events);
318
319static int gameport_queue_event(void *object, struct module *owner,
320 enum gameport_event_type event_type)
321{
322 unsigned long flags;
323 struct gameport_event *event;
324 int retval = 0;
325
326 spin_lock_irqsave(&gameport_event_lock, flags);
327
328 /*
329 * Scan event list for the other events for the same gameport port,
330 * starting with the most recent one. If event is the same we
331 * do not need add new one. If event is of different type we
332 * need to add this event and should not look further because
333 * we need to preserve sequence of distinct events.
334 */
335 list_for_each_entry_reverse(event, &gameport_event_list, node) {
336 if (event->object == object) {
337 if (event->type == event_type)
338 goto out;
339 break;
340 }
341 }
342
343 event = kmalloc(sizeof(struct gameport_event), GFP_ATOMIC);
344 if (!event) {
345 pr_err("Not enough memory to queue event %d\n", event_type);
346 retval = -ENOMEM;
347 goto out;
348 }
349
350 if (!try_module_get(owner)) {
351 pr_warning("Can't get module reference, dropping event %d\n",
352 event_type);
353 kfree(event);
354 retval = -EINVAL;
355 goto out;
356 }
357
358 event->type = event_type;
359 event->object = object;
360 event->owner = owner;
361
362 list_add_tail(&event->node, &gameport_event_list);
363 schedule_work(&gameport_event_work);
364
365out:
366 spin_unlock_irqrestore(&gameport_event_lock, flags);
367 return retval;
368}
369
371/* 370/*
372 * Remove all events that have been submitted for a given object, 371 * Remove all events that have been submitted for a given object,
373 * be it a gameport port or a driver. 372 * be it a gameport port or a driver.
@@ -419,19 +418,6 @@ static struct gameport *gameport_get_pending_child(struct gameport *parent)
419 return child; 418 return child;
420} 419}
421 420
422static int gameport_thread(void *nothing)
423{
424 set_freezable();
425 do {
426 gameport_handle_event();
427 wait_event_freezable(gameport_wait,
428 kthread_should_stop() || !list_empty(&gameport_event_list));
429 } while (!kthread_should_stop());
430
431 return 0;
432}
433
434
435/* 421/*
436 * Gameport port operations 422 * Gameport port operations
437 */ 423 */
@@ -814,13 +800,6 @@ static int __init gameport_init(void)
814 return error; 800 return error;
815 } 801 }
816 802
817 gameport_task = kthread_run(gameport_thread, NULL, "kgameportd");
818 if (IS_ERR(gameport_task)) {
819 bus_unregister(&gameport_bus);
820 error = PTR_ERR(gameport_task);
821 pr_err("Failed to start kgameportd, error: %d\n", error);
822 return error;
823 }
824 803
825 return 0; 804 return 0;
826} 805}
@@ -828,7 +807,12 @@ static int __init gameport_init(void)
828static void __exit gameport_exit(void) 807static void __exit gameport_exit(void)
829{ 808{
830 bus_unregister(&gameport_bus); 809 bus_unregister(&gameport_bus);
831 kthread_stop(gameport_task); 810
811 /*
812 * There should not be any outstanding events but work may
813 * still be scheduled so simply cancel it.
814 */
815 cancel_work_sync(&gameport_event_work);
832} 816}
833 817
834subsys_initcall(gameport_init); 818subsys_initcall(gameport_init);