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authorChristoph Lameter <christoph@lameter.com>2005-06-25 10:13:50 +0400
committerLinus Torvalds <torvalds@ppc970.osdl.org>2005-06-26 04:10:13 +0400
commit3e1d1d28d99dabe63c64f7f40f1ca1d646de1f73 (patch)
treed1e7c1e2e8902072042aefc3a7976b271cf76021 /drivers/input/gameport/gameport.c
parentb3e112bcc19abd8e9657dca34a87316786e096f3 (diff)
downloadlinux-3e1d1d28d99dabe63c64f7f40f1ca1d646de1f73.tar.xz
[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.c2
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");