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author | David Herrmann <dh.herrmann@gmail.com> | 2013-10-02 13:47:28 +0200 |
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committer | Jiri Kosina <jkosina@suse.cz> | 2013-10-07 17:08:26 +0200 |
commit | f50f9aabf32db7414551ffdfdccc71be5f3d6e7d (patch) | |
tree | 1d624ee07097e1548551f77dfa537cff6400619b /include | |
parent | 7da7cbbbeb60e0939fecdf9723b388136c175e5c (diff) | |
download | linux-stable-f50f9aabf32db7414551ffdfdccc71be5f3d6e7d.tar.gz linux-stable-f50f9aabf32db7414551ffdfdccc71be5f3d6e7d.tar.bz2 linux-stable-f50f9aabf32db7414551ffdfdccc71be5f3d6e7d.zip |
HID: wiimote: fix FF deadlock
The input core has an internal spinlock that is acquired during event
injection via input_event() and friends but also held during FF callbacks.
That means, there is no way to share a lock between event-injection and FF
handling. Unfortunately, this is what is required for wiimote state
tracking and what we do with state.lock and input->lock.
This deadlock can be triggered when using continuous data reporting and FF
on a wiimote device at the same time. I takes me at least 30m of
stress-testing to trigger it but users reported considerably shorter
times (http://bpaste.net/show/132504/) when using some gaming-console
emulators.
The real problem is that we have two copies of internal state, one in the
wiimote objects and the other in the input device. As the input-lock is
not supposed to be accessed from outside of input-core, we have no other
chance than offloading FF handling into a worker. This actually works
pretty nice and also allows to implictly merge fast rumble changes into a
single request.
Due to the 3-layered workers (rumble+queue+l2cap) this might reduce FF
responsiveness. Initial tests were fine so lets fix the race first and if
it turns out to be too slow we can always handle FF out-of-band and skip
the queue-worker.
Cc: <stable@vger.kernel.org> # 3.11+
Reported-by: Thomas Schneider
Signed-off-by: David Herrmann <dh.herrmann@gmail.com>
Signed-off-by: Jiri Kosina <jkosina@suse.cz>
Diffstat (limited to 'include')
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