Hi Jan, > Hum, these games with several callbacks, lists, etc. look awkward and > unnecessary. It think they mostly come from the fact that we call separate > freeing callback for each extent to free which doesn't fit the needs of > async discard well. > So instead of adding post_cb_list and several callback functions, it would > seem easier to have just one callback structure instead of one for every > extent. Then the structure would contain a list of extents that need to be > freed freed. So something like: > struct ext4_free_data { > struct ext4_journal_cb_entry efd_jce; > struct list_head efd_extents; > } > struct ext4_freed_extent { > struct list_head efe_list; > struct rb_node efe_node; > ext4_group_t efe_group; > ext4_grpblk_t efe_start_cluster; > ext4_grpblk_t efe_count; > tid_t efe_tid; > } > When commit happens, we can just walk the efd_extents list while efe_tid is > equal tid of the transaction for which the callback was called and submit all > discard requests. You can use bio chaining implemented in > __blkdev_issue_discard() which XFS already uses and so the result of all > the discards you submit will be just one bio. Then you walk the list of > extents again and free them in the buddy bitmaps. And finally, you wait for > the bio to complete. All will be then happening in one function and it will > be much easier to understand. It's right. the patch didn't look neat because of a few callbacks and the post callback list. I will modify the patch as your suggestion. It will look better. Thank you very much. :-)