sched/fair: Add lag based placement
With the introduction of avg_vruntime, it is possible to approximate lag (the entire purpose of introducing it in fact). Use this to do lag based placement over sleep+wake. Specifically, the FAIR_SLEEPERS thing places things too far to the left and messes up the deadline aspect of EEVDF. Signed-off-by: Peter Zijlstra (Intel) <peterz@infradead.org> Signed-off-by: Ingo Molnar <mingo@kernel.org> Link: https://lore.kernel.org/r/20230531124603.794929315@infradead.org
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@ -554,8 +554,9 @@ struct sched_entity {
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u64 exec_start;
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u64 sum_exec_runtime;
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u64 vruntime;
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u64 prev_sum_exec_runtime;
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u64 vruntime;
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s64 vlag;
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u64 nr_migrations;
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@ -4501,6 +4501,7 @@ static void __sched_fork(unsigned long clone_flags, struct task_struct *p)
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p->se.prev_sum_exec_runtime = 0;
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p->se.nr_migrations = 0;
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p->se.vruntime = 0;
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p->se.vlag = 0;
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INIT_LIST_HEAD(&p->se.group_node);
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#ifdef CONFIG_FAIR_GROUP_SCHED
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@ -715,6 +715,15 @@ u64 avg_vruntime(struct cfs_rq *cfs_rq)
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return cfs_rq->min_vruntime + avg;
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}
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/*
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* lag_i = S - s_i = w_i * (V - v_i)
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*/
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void update_entity_lag(struct cfs_rq *cfs_rq, struct sched_entity *se)
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{
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SCHED_WARN_ON(!se->on_rq);
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se->vlag = avg_vruntime(cfs_rq) - se->vruntime;
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}
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static u64 __update_min_vruntime(struct cfs_rq *cfs_rq, u64 vruntime)
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{
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u64 min_vruntime = cfs_rq->min_vruntime;
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@ -3492,6 +3501,8 @@ dequeue_load_avg(struct cfs_rq *cfs_rq, struct sched_entity *se) { }
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static void reweight_entity(struct cfs_rq *cfs_rq, struct sched_entity *se,
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unsigned long weight)
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{
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unsigned long old_weight = se->load.weight;
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if (se->on_rq) {
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/* commit outstanding execution time */
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if (cfs_rq->curr == se)
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@ -3504,6 +3515,14 @@ static void reweight_entity(struct cfs_rq *cfs_rq, struct sched_entity *se,
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update_load_set(&se->load, weight);
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if (!se->on_rq) {
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/*
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* Because we keep se->vlag = V - v_i, while: lag_i = w_i*(V - v_i),
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* we need to scale se->vlag when w_i changes.
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*/
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se->vlag = div_s64(se->vlag * old_weight, weight);
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}
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#ifdef CONFIG_SMP
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do {
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u32 divider = get_pelt_divider(&se->avg);
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@ -4853,49 +4872,119 @@ static void
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place_entity(struct cfs_rq *cfs_rq, struct sched_entity *se, int initial)
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{
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u64 vruntime = avg_vruntime(cfs_rq);
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/* sleeps up to a single latency don't count. */
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if (!initial) {
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unsigned long thresh;
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if (se_is_idle(se))
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thresh = sysctl_sched_min_granularity;
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else
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thresh = sysctl_sched_latency;
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/*
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* Halve their sleep time's effect, to allow
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* for a gentler effect of sleepers:
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*/
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if (sched_feat(GENTLE_FAIR_SLEEPERS))
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thresh >>= 1;
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vruntime -= thresh;
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}
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s64 lag = 0;
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/*
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* Pull vruntime of the entity being placed to the base level of
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* cfs_rq, to prevent boosting it if placed backwards.
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* However, min_vruntime can advance much faster than real time, with
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* the extreme being when an entity with the minimal weight always runs
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* on the cfs_rq. If the waking entity slept for a long time, its
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* vruntime difference from min_vruntime may overflow s64 and their
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* comparison may get inversed, so ignore the entity's original
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* vruntime in that case.
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* The maximal vruntime speedup is given by the ratio of normal to
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* minimal weight: scale_load_down(NICE_0_LOAD) / MIN_SHARES.
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* When placing a migrated waking entity, its exec_start has been set
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* from a different rq. In order to take into account a possible
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* divergence between new and prev rq's clocks task because of irq and
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* stolen time, we take an additional margin.
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* So, cutting off on the sleep time of
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* 2^63 / scale_load_down(NICE_0_LOAD) ~ 104 days
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* should be safe.
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* Due to how V is constructed as the weighted average of entities,
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* adding tasks with positive lag, or removing tasks with negative lag
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* will move 'time' backwards, this can screw around with the lag of
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* other tasks.
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*
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* EEVDF: placement strategy #1 / #2
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*/
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if (entity_is_long_sleeper(se))
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se->vruntime = vruntime;
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else
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se->vruntime = max_vruntime(se->vruntime, vruntime);
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if (sched_feat(PLACE_LAG) && cfs_rq->nr_running > 1) {
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struct sched_entity *curr = cfs_rq->curr;
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unsigned long load;
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lag = se->vlag;
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/*
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* If we want to place a task and preserve lag, we have to
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* consider the effect of the new entity on the weighted
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* average and compensate for this, otherwise lag can quickly
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* evaporate.
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*
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* Lag is defined as:
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*
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* lag_i = S - s_i = w_i * (V - v_i)
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*
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* To avoid the 'w_i' term all over the place, we only track
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* the virtual lag:
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*
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* vl_i = V - v_i <=> v_i = V - vl_i
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*
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* And we take V to be the weighted average of all v:
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*
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* V = (\Sum w_j*v_j) / W
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*
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* Where W is: \Sum w_j
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*
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* Then, the weighted average after adding an entity with lag
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* vl_i is given by:
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*
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* V' = (\Sum w_j*v_j + w_i*v_i) / (W + w_i)
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* = (W*V + w_i*(V - vl_i)) / (W + w_i)
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* = (W*V + w_i*V - w_i*vl_i) / (W + w_i)
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* = (V*(W + w_i) - w_i*l) / (W + w_i)
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* = V - w_i*vl_i / (W + w_i)
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*
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* And the actual lag after adding an entity with vl_i is:
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*
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* vl'_i = V' - v_i
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* = V - w_i*vl_i / (W + w_i) - (V - vl_i)
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* = vl_i - w_i*vl_i / (W + w_i)
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*
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* Which is strictly less than vl_i. So in order to preserve lag
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* we should inflate the lag before placement such that the
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* effective lag after placement comes out right.
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*
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* As such, invert the above relation for vl'_i to get the vl_i
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* we need to use such that the lag after placement is the lag
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* we computed before dequeue.
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*
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* vl'_i = vl_i - w_i*vl_i / (W + w_i)
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* = ((W + w_i)*vl_i - w_i*vl_i) / (W + w_i)
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*
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* (W + w_i)*vl'_i = (W + w_i)*vl_i - w_i*vl_i
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* = W*vl_i
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*
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* vl_i = (W + w_i)*vl'_i / W
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*/
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load = cfs_rq->avg_load;
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if (curr && curr->on_rq)
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load += curr->load.weight;
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lag *= load + se->load.weight;
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if (WARN_ON_ONCE(!load))
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load = 1;
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lag = div_s64(lag, load);
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vruntime -= lag;
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}
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if (sched_feat(FAIR_SLEEPERS)) {
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/* sleeps up to a single latency don't count. */
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if (!initial) {
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unsigned long thresh;
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if (se_is_idle(se))
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thresh = sysctl_sched_min_granularity;
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else
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thresh = sysctl_sched_latency;
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/*
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* Halve their sleep time's effect, to allow
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* for a gentler effect of sleepers:
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*/
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if (sched_feat(GENTLE_FAIR_SLEEPERS))
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thresh >>= 1;
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vruntime -= thresh;
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}
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/*
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* Pull vruntime of the entity being placed to the base level of
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* cfs_rq, to prevent boosting it if placed backwards. If the entity
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* slept for a long time, don't even try to compare its vruntime with
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* the base as it may be too far off and the comparison may get
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* inversed due to s64 overflow.
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*/
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if (!entity_is_long_sleeper(se))
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vruntime = max_vruntime(se->vruntime, vruntime);
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}
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se->vruntime = vruntime;
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}
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static void check_enqueue_throttle(struct cfs_rq *cfs_rq);
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@ -5077,6 +5166,9 @@ dequeue_entity(struct cfs_rq *cfs_rq, struct sched_entity *se, int flags)
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clear_buddies(cfs_rq, se);
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if (flags & DEQUEUE_SLEEP)
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update_entity_lag(cfs_rq, se);
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if (se != cfs_rq->curr)
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__dequeue_entity(cfs_rq, se);
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se->on_rq = 0;
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@ -1,11 +1,19 @@
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/* SPDX-License-Identifier: GPL-2.0 */
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/*
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* Only give sleepers 50% of their service deficit. This allows
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* them to run sooner, but does not allow tons of sleepers to
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* rip the spread apart.
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*/
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SCHED_FEAT(FAIR_SLEEPERS, false)
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SCHED_FEAT(GENTLE_FAIR_SLEEPERS, true)
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/*
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* Using the avg_vruntime, do the right thing and preserve lag across
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* sleep+wake cycles. EEVDF placement strategy #1, #2 if disabled.
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*/
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SCHED_FEAT(PLACE_LAG, true)
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/*
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* Prefer to schedule the task we woke last (assuming it failed
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* wakeup-preemption), since its likely going to consume data we
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