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author | Christoph Lameter <christoph@lameter.com> | 2005-06-24 23:13:50 -0700 |
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committer | Linus Torvalds <torvalds@ppc970.osdl.org> | 2005-06-25 17:10:13 -0700 |
commit | 3e1d1d28d99dabe63c64f7f40f1ca1d646de1f73 (patch) | |
tree | d1e7c1e2e8902072042aefc3a7976b271cf76021 /drivers/input/gameport/gameport.c | |
parent | b3e112bcc19abd8e9657dca34a87316786e096f3 (diff) | |
download | blackbird-op-linux-3e1d1d28d99dabe63c64f7f40f1ca1d646de1f73.tar.gz blackbird-op-linux-3e1d1d28d99dabe63c64f7f40f1ca1d646de1f73.zip |
[PATCH] Cleanup patch for process freezing
1. Establish a simple API for process freezing defined in linux/include/sched.h:
frozen(process) Check for frozen process
freezing(process) Check if a process is being frozen
freeze(process) Tell a process to freeze (go to refrigerator)
thaw_process(process) Restart process
frozen_process(process) Process is frozen now
2. Remove all references to PF_FREEZE and PF_FROZEN from all
kernel sources except sched.h
3. Fix numerous locations where try_to_freeze is manually done by a driver
4. Remove the argument that is no longer necessary from two function calls.
5. Some whitespace cleanup
6. Clear potential race in refrigerator (provides an open window of PF_FREEZE
cleared before setting PF_FROZEN, recalc_sigpending does not check
PF_FROZEN).
This patch does not address the problem of freeze_processes() violating the rule
that a task may only modify its own flags by setting PF_FREEZE. This is not clean
in an SMP environment. freeze(process) is therefore not SMP safe!
Signed-off-by: Christoph Lameter <christoph@lameter.com>
Signed-off-by: Linus Torvalds <torvalds@osdl.org>
Diffstat (limited to 'drivers/input/gameport/gameport.c')
-rw-r--r-- | drivers/input/gameport/gameport.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/input/gameport/gameport.c b/drivers/input/gameport/gameport.c index e152d0fa0cdd..c77a82e46055 100644 --- a/drivers/input/gameport/gameport.c +++ b/drivers/input/gameport/gameport.c @@ -439,7 +439,7 @@ static int gameport_thread(void *nothing) do { gameport_handle_events(); wait_event_interruptible(gameport_wait, !list_empty(&gameport_event_list)); - try_to_freeze(PF_FREEZE); + try_to_freeze(); } while (!signal_pending(current)); printk(KERN_DEBUG "gameport: kgameportd exiting\n"); |