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authorRafael J. Wysocki <rafael.j.wysocki@intel.com>2016-07-14 04:55:23 +0300
committerRafael J. Wysocki <rafael.j.wysocki@intel.com>2016-07-15 23:42:48 +0300
commit406f992e4a372dafbe3c2cff7efbb2002a5c8ebd (patch)
treee56632536cd2de2b13c258a760fa832b653961af /arch/x86/include/asm/smp.h
parent4c0b6c10fbaf0c82efe2a7ba6c236c633d4f2ed7 (diff)
downloadlinux-406f992e4a372dafbe3c2cff7efbb2002a5c8ebd.tar.xz
x86 / hibernate: Use hlt_play_dead() when resuming from hibernation
On Intel hardware, native_play_dead() uses mwait_play_dead() by default and only falls back to the other methods if that fails. That also happens during resume from hibernation, when the restore (boot) kernel runs disable_nonboot_cpus() to take all of the CPUs except for the boot one offline. However, that is problematic, because the address passed to __monitor() in mwait_play_dead() is likely to be written to in the last phase of hibernate image restoration and that causes the "dead" CPU to start executing instructions again. Unfortunately, the page containing the address in that CPU's instruction pointer may not be valid any more at that point. First, that page may have been overwritten with image kernel memory contents already, so the instructions the CPU attempts to execute may simply be invalid. Second, the page tables previously used by that CPU may have been overwritten by image kernel memory contents, so the address in its instruction pointer is impossible to resolve then. A report from Varun Koyyalagunta and investigation carried out by Chen Yu show that the latter sometimes happens in practice. To prevent it from happening, temporarily change the smp_ops.play_dead pointer during resume from hibernation so that it points to a special "play dead" routine which uses hlt_play_dead() and avoids the inadvertent "revivals" of "dead" CPUs this way. A slightly unpleasant consequence of this change is that if the system is hibernated with one or more CPUs offline, it will generally draw more power after resume than it did before hibernation, because the physical state entered by CPUs via hlt_play_dead() is higher-power than the mwait_play_dead() one in the majority of cases. It is possible to work around this, but it is unclear how much of a problem that's going to be in practice, so the workaround will be implemented later if it turns out to be necessary. Link: https://bugzilla.kernel.org/show_bug.cgi?id=106371 Reported-by: Varun Koyyalagunta <cpudebug@centtech.com> Original-by: Chen Yu <yu.c.chen@intel.com> Tested-by: Chen Yu <yu.c.chen@intel.com> Signed-off-by: Rafael J. Wysocki <rafael.j.wysocki@intel.com> Acked-by: Ingo Molnar <mingo@kernel.org>
Diffstat (limited to 'arch/x86/include/asm/smp.h')
-rw-r--r--arch/x86/include/asm/smp.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/arch/x86/include/asm/smp.h b/arch/x86/include/asm/smp.h
index 66b057306f40..7427ca895a27 100644
--- a/arch/x86/include/asm/smp.h
+++ b/arch/x86/include/asm/smp.h
@@ -135,6 +135,7 @@ int native_cpu_up(unsigned int cpunum, struct task_struct *tidle);
int native_cpu_disable(void);
int common_cpu_die(unsigned int cpu);
void native_cpu_die(unsigned int cpu);
+void hlt_play_dead(void);
void native_play_dead(void);
void play_dead_common(void);
void wbinvd_on_cpu(int cpu);