The idea is to track free holes implicitly by marking the allocation
immediatly preceeding a hole.
To avoid an ugly corner case add a dummy head_node to struct drm_mm
to track the hole that spans to complete allocation area when the
memory manager is empty.
To guarantee that there's always a preceeding/following node (that might
be marked as hole_follows == 1), move the mm->node_list list_head to the
head_node.
The main allocator and fair-lru scan code actually becomes simpler.
Only the debug code slightly suffers because free areas are no longer
explicit.
Also add drm_mm_for_each_node (which will be much more useful when
struct drm_mm_node is embeddable).
Signed-off-by: Daniel Vetter <daniel.vetter@ffwll.ch>
Signed-off-by: Dave Airlie <airlied@redhat.com>
************************************************************
* For the very latest on DRI development, please see: *
* http://dri.freedesktop.org/ *
************************************************************
The Direct Rendering Manager (drm) is a device-independent kernel-level
device driver that provides support for the XFree86 Direct Rendering
Infrastructure (DRI).
The DRM supports the Direct Rendering Infrastructure (DRI) in four major
ways:
1. The DRM provides synchronized access to the graphics hardware via
the use of an optimized two-tiered lock.
2. The DRM enforces the DRI security policy for access to the graphics
hardware by only allowing authenticated X11 clients access to
restricted regions of memory.
3. The DRM provides a generic DMA engine, complete with multiple
queues and the ability to detect the need for an OpenGL context
switch.
4. The DRM is extensible via the use of small device-specific modules
that rely extensively on the API exported by the DRM module.
Documentation on the DRI is available from:
http://dri.freedesktop.org/wiki/Documentation
http://sourceforge.net/project/showfiles.php?group_id=387
http://dri.sourceforge.net/doc/
For specific information about kernel-level support, see:
The Direct Rendering Manager, Kernel Support for the Direct Rendering
Infrastructure
http://dri.sourceforge.net/doc/drm_low_level.html
Hardware Locking for the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/hardware_locking_low_level.html
A Security Analysis of the Direct Rendering Infrastructure
http://dri.sourceforge.net/doc/security_low_level.html