It looks like part of this comment is trying to document a pre-existing
concept, which is that faultin_page() only ever sets FAULT_FLAG_KILLABLE
if locked != NULL.
I'd say that's not what I wanted to comment.. I wanted to express that
INTERRUPTIBLE should rely on KILLABLE, that's also why I put the comment to
be after KILLABLE, not before. IMHO it makes sense already to have
"interruptible" only if "killable", no matter what's the pre-requisite for
KILLABLE (in this case it's having "locked" being non-null).
The problem I am (personally) having is that I don't yet understand why
or how those are connected: what is it about having locked non-NULL that
means the process is killable? (Can you explain why that is?)
Firstly RETRY_KILLABLE relies on ALLOW_RETRY, because if we don't allow
retry at all it means we'll never wait in handle_mm_fault() anyway, then no
need to worry on being interrupted by any kind of signal (fatal or not).
Then if we allow retry, we need some way to know "whether mmap_sem is
released or not" during the process for the caller (because the caller
cannot see VM_FAULT_RETRY). That's why we added "locked" parameter, so
that we can set *locked=false to tell the caller we have released mmap_sem.
I think that's why we have "locked" defined as "we allow this page fault
request to retry and wait, during wait we can always allow fatal signals".
I think that's defined throughout the gup call interfaces too, and
faultin_page() is the last step to talk to handle_mm_fault().
To make this whole picture complete, NOWAIT is another thing that relies on
ALLOW_RETRY but just to tell "oh please never release the mmap_sem at all".
For example, when we want to make sure no vma will be released after
faultin_page() returned.
If that were clear, I think I could suggest a good comment wording.
IMHO it's a little bit weird to explain "locked" here, especially after
KILLABLE is set, that's why I didn't try to mention "locked" in my 2nd
attempt. There are some comments for "locked" above the definition of
faultin_page(), I think that'll be a nicer place to enrich explanations for
"locked", and it seems even more suitable as a separate patch?