Re: [PATCH v2 5/6] mm: track gup pages with page->dma_pinned_* fields

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On 07/02/2018 02:53 AM, Jan Kara wrote:
> On Sun 01-07-18 17:56:53, john.hubbard@xxxxxxxxx wrote:
>> From: John Hubbard <jhubbard@xxxxxxxxxx>
>>
> ...
> 
>> @@ -904,12 +907,24 @@ static inline void get_page(struct page *page)
>>  	 */
>>  	VM_BUG_ON_PAGE(page_ref_count(page) <= 0, page);
>>  	page_ref_inc(page);
>> +
>> +	if (unlikely(PageDmaPinned(page)))
>> +		__get_page_for_pinned_dma(page);
>>  }
>>  
>>  static inline void put_page(struct page *page)
>>  {
>>  	page = compound_head(page);
>>  
>> +	/* Because the page->dma_pinned_* fields are unioned with
>> +	 * page->lru, there is no way to do classical refcount-style
>> +	 * decrement-and-test-for-zero. Instead, PageDmaPinned(page) must
>> +	 * be checked, in order to safely check if we are allowed to decrement
>> +	 * page->dma_pinned_count at all.
>> +	 */
>> +	if (unlikely(PageDmaPinned(page)))
>> +		__put_page_for_pinned_dma(page);
>> +
> 
> These two are just wrong. You cannot make any page reference for
> PageDmaPinned() account against a pin count. First, it is just conceptually
> wrong as these references need not be long term pins, second, you can
> easily race like:
> 
> Pinner				Random process
> 				get_page(page)
> pin_page_for_dma()
> 				put_page(page)
> 				 -> oops, page gets unpinned too early
> 

I'll drop this approach, without mentioning any of the locking that is hiding in
there, since that was probably breaking other rules anyway. :) Thanks for your
patience in reviewing this.

> So you really have to create counterpart to get_user_pages() - like
> put_user_page() or whatever... It is inconvenient to have to modify all GUP
> users but I don't see a way around that. 

OK, there will be a long-ish pause, while I go visit all the gup sites. I count about
88 callers, which is not nearly as crazy as my first casual grep showed, but still
quite a chunk, since I have to track down where each one does its put_page call(s).

It's definitely worth the effort, though. These pins just plain need some special
handling in order to get everything correct.


thanks,
-- 
John Hubbard
NVIDIA




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