Remove all ids from the given idr tree. idr_destroy() only frees up
unused, cached idp_layers, but this function will remove all id mappings
and leave all idp_layers unused.
A typical clean-up sequence for objects stored in an idr tree, will use
idr_for_each() to free all objects, if necessay, then idr_remove_all() to
remove all ids, and idr_destroy() to free up the cached idr_layers.
Signed-off-by: Kristian Hoegsberg <krh@redhat.com>
Cc: Tejun Heo <htejun@gmail.com>
Cc: Dave Airlie <airlied@linux.ie>
Signed-off-by: Andrew Morton <akpm@linux-foundation.org>
Signed-off-by: Linus Torvalds <torvalds@linux-foundation.org>
This patch adds an iterator function for the idr data structure. Compared
to just iterating through the idr with an integer and idr_find, this
iterator is (almost, but not quite) linear in the number of elements, as
opposed to the number of integers in the range covered by the idr. This
makes a difference for sparse idrs, but more importantly, it's a nicer way
to iterate through the elements.
The drm subsystem is moving to idr for tracking contexts and drawables, and
with this change, we can use the idr exclusively for tracking these
resources.
[akpm@linux-foundation.org: fix comment]
Signed-off-by: Kristian Hoegsberg <krh@redhat.com>
Cc: Tejun Heo <htejun@gmail.com>
Cc: Dave Airlie <airlied@linux.ie>
Signed-off-by: Andrew Morton <akpm@linux-foundation.org>
Signed-off-by: Linus Torvalds <torvalds@linux-foundation.org>
Implement idr based id allocator. ida is used the same way idr is
used but lacks id -> ptr translation and thus consumes much less
memory. struct ida_bitmap is attached as leaf nodes to idr tree which
is managed by the idr code. Each ida_bitmap is 128bytes long and
contains slightly less than a thousand slots.
ida is more aggressive with releasing extra resources acquired using
ida_pre_get(). After every successful id allocation, ida frees one
reserved idr_layer if possible. Reserved ida_bitmap is not freed
automatically but only one ida_bitmap is reserved and it's almost
always used right away. Under most circumstances, ida won't hold on
to memory for too long which isn't actively used.
Signed-off-by: Tejun Heo <htejun@gmail.com>
Signed-off-by: Greg Kroah-Hartman <gregkh@suse.de>
Locking init improvement:
- introduce and use __SPIN_LOCK_UNLOCKED for array initializations,
to pass in the name string of locks, used by debugging
Signed-off-by: Ingo Molnar <mingo@elte.hu>
Signed-off-by: Arjan van de Ven <arjan@linux.intel.com>
Signed-off-by: Andrew Morton <akpm@osdl.org>
Signed-off-by: Linus Torvalds <torvalds@osdl.org>
This patch adds idr_replace() to replace an existing pointer in a single
operation.
Device-mapper will use this to update the pointer it stored against a given
id.
Signed-off-by: Jeff Mahoney <jeffm@suse.com>
Signed-off-by: Alasdair G Kergon <agk@redhat.com>
Signed-off-by: Andrew Morton <akpm@osdl.org>
Signed-off-by: Linus Torvalds <torvalds@osdl.org>
This patch encloses the idr.h header file in
#ifndef __IDR_H__ macro.
Signed-off-by: Luben Tuikov <luben_tuikov@adaptec.com>
Signed-off-by: Adrian Bunk <bunk@stusta.de>
Fix a bug which was reported and diagnosed by
Stefan Jones <stefan.jones@churchillrandoms.co.uk>
IDR trees include a cache of idr_layer objects. There's no way to destroy
this cache, so when we discard an overall idr tree we end up leaking some
memory.
Add and use idr_destroy() for this. v9fs and infiniband also need to use
idr_destroy() to avoid leaks.
Or, we make the cache global, like radix_tree_preload(). Which is probably
better. Later.
Cc: Eric Van Hensbergen <ericvh@ericvh.myip.org>
Cc: Roland Dreier <rolandd@cisco.com>
Cc: Robert Love <rml@novell.com>
Cc: John McCutchan <ttb@tentacle.dhs.org>
Signed-off-by: Andrew Morton <akpm@osdl.org>
Signed-off-by: Linus Torvalds <torvalds@osdl.org>
Initial git repository build. I'm not bothering with the full history,
even though we have it. We can create a separate "historical" git
archive of that later if we want to, and in the meantime it's about
3.2GB when imported into git - space that would just make the early
git days unnecessarily complicated, when we don't have a lot of good
infrastructure for it.
Let it rip!