Re: [PATCH] you have how many nodes??
From: Matthew Dobson (colpatch_at_us.ibm.com)
Date: 09/16/03
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Date: Mon, 15 Sep 2003 17:31:27 -0700 To: Jesse Barnes <jbarnes@sgi.com>
Ok, I made an attempt to clean up this mess quite a while ago (2.5.47),
but that patch is utterly useless now. At Martin's urging I've created
a new series of patches to resolve this.
01 - Make sure MAX_NUMNODES is defined in one and only one place.
Remove superfluous definitions. Instead of defining MAX_NUMNODES in
asm/numnodes.h, we define NODES_SHIFT there. Then in linux/mmzone.h we
turn that NODES_SHIFT value into MAX_NUMNODES.
02 - Remove MAX_NR_NODES. This value is only used in a couple of
places, and it's incorrectly used in all those places as far as I can
tell. Replace with MAX_NUMNODES. Create MAX_NODES_SHIFT and use this
value to check NODES_SHIFT is appropriate. A possible future patch
should make MAX_NODES_SHIFT vary based on 32 vs. 64 bit archs.
03 - Fix up the sh arch. sh defined NR_NODES, change sh to use standard
MAX_NUMNODES instead.
04 - Fix up the arm arch. This needs to be reviewed. Relatively
straightforward replacement of NR_NODES with standard MAX_NUMNODES.
05 - Fix up the ia64 arch. This *definitely* needs to be reviewed.
This code made my head hurt. I think I may have gotten it right.
Totally untested.
Cheers!
-Matt
Jesse Barnes wrote:
> On Wed, Sep 10, 2003 at 04:46:40PM -0700, Martin J. Bligh wrote:
>
>>Yes, it's a turgid mess.
>>
>>I'd prefer to define things in terms of MAX_NUMNODES, and derive the shifts
>>from that if possible - much more intuitive to maintain.
>>But other than that I agree completely with you.
>
>
> Yeah, I don't mind switching, should just be a search and replace.
>
>
>>>Could you please get together with Martin Bligh, come up with something
>>>which works on NUMAQ and your 128 CPU PDA and also cast an eye across the
>>>other architectures (sparc64, sh, ...)? It all needs a bit of thought and
>>>a spring clean.
>>
>>I'll have a look, I'm sure we can come up with something between us.
>
>
> Cool, thanks.
>
> Jesse
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