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From: Burak Emir <burak.emir@gmail.com>
To: Alice Ryhl <aliceryhl@google.com>
Cc: "Yury Norov" <ynorov@nvidia.com>,
	"Greg KH" <gregkh@linuxfoundation.org>,
	"Eliot Courtney" <ecourtney@nvidia.com>,
	"Yury Norov" <yury.norov@gmail.com>,
	"Miguel Ojeda" <ojeda@kernel.org>,
	"Boqun Feng" <boqun@kernel.org>, "Gary Guo" <gary@garyguo.net>,
	"Björn Roy Baron" <bjorn3_gh@protonmail.com>,
	"Benno Lossin" <lossin@kernel.org>,
	"Andreas Hindborg" <a.hindborg@kernel.org>,
	"Trevor Gross" <tmgross@umich.edu>,
	"Danilo Krummrich" <dakr@kernel.org>,
	"Daniel Almeida" <daniel.almeida@collabora.com>,
	"Tamir Duberstein" <tamird@kernel.org>,
	"Alexandre Courbot" <acourbot@nvidia.com>,
	"Onur Özkan" <work@onurozkan.dev>,
	"David Airlie" <airlied@gmail.com>,
	"Simona Vetter" <simona@ffwll.ch>,
	"John Hubbard" <jhubbard@nvidia.com>,
	"Alistair Popple" <apopple@nvidia.com>,
	"Timur Tabi" <ttabi@nvidia.com>, "Zhi Wang" <zhiw@nvidia.com>,
	rust-for-linux@vger.kernel.org, linux-kernel@vger.kernel.org,
	nova-gpu@lists.linux.dev, dri-devel@lists.freedesktop.org,
	dri-devel <dri-devel-bounces@lists.freedesktop.org>
Subject: Re: [PATCH 3/4] rust: id_pool: add contiguous area allocation
Date: Fri, 10 Jul 2026 17:09:16 +0200	[thread overview]
Message-ID: <CABwQupO-vow5+SqHUpyXZouP=rjNL3cuV=yWkK6v=xLt0MKEAA@mail.gmail.com> (raw)
In-Reply-To: <ak68PmjY97BHOZOd@google.com>

On Wed, Jul 8, 2026 at 11:08 PM Alice Ryhl <aliceryhl@google.com> wrote:
>
> On Wed, Jul 08, 2026 at 04:37:38PM -0400, Yury Norov wrote:
> > On Wed, Jul 08, 2026 at 07:33:16AM +0200, Greg KH wrote:
> >
> > ...
> >
> > > > I asked exactly the same question when Alice and Burak added wrappers
> > > > for bitmaps to implement their ID pool. This is the answer:
> > > >
> > > >   An alternative route of vendoring an existing Rust bitmap package was
> > > >   considered but suboptimal overall. Reusing the C implementation is
> > > >   preferable for a basic data structure like bitmaps. It enables Rust
> > > >   code to be a lot more similar and predictable with respect to C code
> > > >   that uses the same data structures and enables the use of code that
> > > >   has been tried-and-tested in the kernel, with the same performance
> > > >   characteristics whenever possible.
> > > >
> > > > And now it's in a commit message: 11eca92a2caeb
> > > >
> > > > They measured the affect of their wrapper on performance, and it appears
> > > > to be ~5%. See lib/find_bit_benchmark_rust.rs.
> > >
> > > You are comparing the C vs. Rust data structures here, which is not what
> > > I am proposing.
> > >
> > > Also, is this code being used on a "hot path" like the binder stuff is?
> > >
> > > > I didn't see any side-to-side comparison between any native Rust API vs
> > > > imported C bitmaps. I'm sure, I asked for that, and I still believe
> > > > it's the important piece of data to avoid this back-and-forth type of
> > > > discussions. So, Alice, Burak or anybody...
> > >
> > > Again, I'm not talking about Rust API vs. imported C bitmaps, I'm asking
> > > to use the C structures like maple-tree and idr instead of open-coding
> > > logic around the bitmap code.
> >
> > I understand your point. I asked both questions: are they sure that bitmap
> > is the most optimal data structure for the ID pool, and if so, why not use
> > the built-in Rust bitmaps? The answer was: yes, it's the most optimal, and
> > using built-in bitmaps is suboptimal overall.
>
> The Rust standard library doesn't really have a bitmap abstraction to
> begin with, so if we want to use bitmap then it's either handrolled
> bit-manipulation or the C bitmap api.
>
> cc'ing Burak's new email
>

(Thanks, I will update my email in the MAINTAINERS file.)

Binder needs to acquire bits *while holding a spinlock*. This is the
biggest constraint.

My understanding is that the IDA API call might need to allocate
memory (and sleep) when getting a new ID, as a side-effect.
So for the binder use case, it was not an option.

@Yury, about the alternative of vendoring Rust bitmap crates: that
would have duplicated the kernel's C bitmap functionality.
There does not seem much point in duplicating that, and opening the
door to have Rust and C code differently named API functions and such.
So beside performance, maintenance and coherence are also a factor.

The Rust ID pool code is merely a port of some existing
bitmap-specific binder C code (that can hopefully be deleted one day)
that deals with spinlock allocation fun. If the constraints match, I
think it is good to see it generalized and used elsewhere. That is a
conditional statement, I am not familiar with the nova use case's
performance/allocation/sleep constraints.

-- Burak

  reply	other threads:[~2026-07-10 15:09 UTC|newest]

Thread overview: 25+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2026-07-03 10:16 [PATCH 0/4] rust: Add support for reserving of ranges of IDs Eliot Courtney
2026-07-03 10:16 ` [PATCH 1/4] rust: bitmap: use function-level cfg on kunit test Eliot Courtney
2026-07-07 13:55   ` Alice Ryhl
2026-07-03 10:16 ` [PATCH 2/4] rust: bitmap: add contiguous area operations Eliot Courtney
2026-07-06 16:29   ` Yury Norov
2026-07-06 17:21     ` Alice Ryhl
2026-07-06 18:22       ` Gary Guo
2026-07-09  9:01         ` Alice Ryhl
2026-07-03 10:16 ` [PATCH 3/4] rust: id_pool: add contiguous area allocation Eliot Courtney
2026-07-03 10:31   ` Greg KH
2026-07-07 13:25     ` Eliot Courtney
2026-07-07 14:13       ` Greg KH
2026-07-07 16:31         ` Yury Norov
2026-07-08  5:33           ` Greg KH
2026-07-08 20:37             ` Yury Norov
2026-07-08 21:08               ` Alice Ryhl
2026-07-10 15:09                 ` Burak Emir [this message]
2026-07-10 14:21             ` Eliot Courtney
2026-07-10 14:23               ` Alice Ryhl
2026-07-03 10:16 ` [PATCH 4/4] gpu: nova-core: add ChannelIdPool Eliot Courtney
2026-07-06 11:48 ` [PATCH 0/4] rust: Add support for reserving of ranges of IDs Alice Ryhl
2026-07-06 11:53   ` Gary Guo
2026-07-06 12:46     ` Alice Ryhl
2026-07-07 13:26   ` Eliot Courtney
2026-07-07 13:32     ` Alice Ryhl

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