Commit 86bfbb7c authored by Peter Zijlstra's avatar Peter Zijlstra Committed by Ingo Molnar

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: default avatarPeter Zijlstra (Intel) <peterz@infradead.org>
Signed-off-by: default avatarIngo Molnar <mingo@kernel.org>
Link: https://lore.kernel.org/r/20230531124603.794929315@infradead.org
parent e0c2ff90
......@@ -554,8 +554,9 @@ struct sched_entity {
u64 exec_start;
u64 sum_exec_runtime;
u64 vruntime;
u64 prev_sum_exec_runtime;
u64 vruntime;
s64 vlag;
u64 nr_migrations;
......
......@@ -4501,6 +4501,7 @@ static void __sched_fork(unsigned long clone_flags, struct task_struct *p)
p->se.prev_sum_exec_runtime = 0;
p->se.nr_migrations = 0;
p->se.vruntime = 0;
p->se.vlag = 0;
INIT_LIST_HEAD(&p->se.group_node);
#ifdef CONFIG_FAIR_GROUP_SCHED
......
......@@ -715,6 +715,15 @@ u64 avg_vruntime(struct cfs_rq *cfs_rq)
return cfs_rq->min_vruntime + avg;
}
/*
* lag_i = S - s_i = w_i * (V - v_i)
*/
void update_entity_lag(struct cfs_rq *cfs_rq, struct sched_entity *se)
{
SCHED_WARN_ON(!se->on_rq);
se->vlag = avg_vruntime(cfs_rq) - se->vruntime;
}
static u64 __update_min_vruntime(struct cfs_rq *cfs_rq, u64 vruntime)
{
u64 min_vruntime = cfs_rq->min_vruntime;
......@@ -3492,6 +3501,8 @@ dequeue_load_avg(struct cfs_rq *cfs_rq, struct sched_entity *se) { }
static void reweight_entity(struct cfs_rq *cfs_rq, struct sched_entity *se,
unsigned long weight)
{
unsigned long old_weight = se->load.weight;
if (se->on_rq) {
/* commit outstanding execution time */
if (cfs_rq->curr == se)
......@@ -3504,6 +3515,14 @@ static void reweight_entity(struct cfs_rq *cfs_rq, struct sched_entity *se,
update_load_set(&se->load, weight);
if (!se->on_rq) {
/*
* Because we keep se->vlag = V - v_i, while: lag_i = w_i*(V - v_i),
* we need to scale se->vlag when w_i changes.
*/
se->vlag = div_s64(se->vlag * old_weight, weight);
}
#ifdef CONFIG_SMP
do {
u32 divider = get_pelt_divider(&se->avg);
......@@ -4853,49 +4872,119 @@ static void
place_entity(struct cfs_rq *cfs_rq, struct sched_entity *se, int initial)
{
u64 vruntime = avg_vruntime(cfs_rq);
s64 lag = 0;
/* sleeps up to a single latency don't count. */
if (!initial) {
unsigned long thresh;
/*
* Due to how V is constructed as the weighted average of entities,
* adding tasks with positive lag, or removing tasks with negative lag
* will move 'time' backwards, this can screw around with the lag of
* other tasks.
*
* EEVDF: placement strategy #1 / #2
*/
if (sched_feat(PLACE_LAG) && cfs_rq->nr_running > 1) {
struct sched_entity *curr = cfs_rq->curr;
unsigned long load;
if (se_is_idle(se))
thresh = sysctl_sched_min_granularity;
else
thresh = sysctl_sched_latency;
lag = se->vlag;
/*
* Halve their sleep time's effect, to allow
* for a gentler effect of sleepers:
* If we want to place a task and preserve lag, we have to
* consider the effect of the new entity on the weighted
* average and compensate for this, otherwise lag can quickly
* evaporate.
*
* Lag is defined as:
*
* lag_i = S - s_i = w_i * (V - v_i)
*
* To avoid the 'w_i' term all over the place, we only track
* the virtual lag:
*
* vl_i = V - v_i <=> v_i = V - vl_i
*
* And we take V to be the weighted average of all v:
*
* V = (\Sum w_j*v_j) / W
*
* Where W is: \Sum w_j
*
* Then, the weighted average after adding an entity with lag
* vl_i is given by:
*
* V' = (\Sum w_j*v_j + w_i*v_i) / (W + w_i)
* = (W*V + w_i*(V - vl_i)) / (W + w_i)
* = (W*V + w_i*V - w_i*vl_i) / (W + w_i)
* = (V*(W + w_i) - w_i*l) / (W + w_i)
* = V - w_i*vl_i / (W + w_i)
*
* And the actual lag after adding an entity with vl_i is:
*
* vl'_i = V' - v_i
* = V - w_i*vl_i / (W + w_i) - (V - vl_i)
* = vl_i - w_i*vl_i / (W + w_i)
*
* Which is strictly less than vl_i. So in order to preserve lag
* we should inflate the lag before placement such that the
* effective lag after placement comes out right.
*
* As such, invert the above relation for vl'_i to get the vl_i
* we need to use such that the lag after placement is the lag
* we computed before dequeue.
*
* vl'_i = vl_i - w_i*vl_i / (W + w_i)
* = ((W + w_i)*vl_i - w_i*vl_i) / (W + w_i)
*
* (W + w_i)*vl'_i = (W + w_i)*vl_i - w_i*vl_i
* = W*vl_i
*
* vl_i = (W + w_i)*vl'_i / W
*/
if (sched_feat(GENTLE_FAIR_SLEEPERS))
thresh >>= 1;
vruntime -= thresh;
}
/*
* Pull vruntime of the entity being placed to the base level of
* cfs_rq, to prevent boosting it if placed backwards.
* However, min_vruntime can advance much faster than real time, with
* the extreme being when an entity with the minimal weight always runs
* on the cfs_rq. If the waking entity slept for a long time, its
* vruntime difference from min_vruntime may overflow s64 and their
* comparison may get inversed, so ignore the entity's original
* vruntime in that case.
* The maximal vruntime speedup is given by the ratio of normal to
* minimal weight: scale_load_down(NICE_0_LOAD) / MIN_SHARES.
* When placing a migrated waking entity, its exec_start has been set
* from a different rq. In order to take into account a possible
* divergence between new and prev rq's clocks task because of irq and
* stolen time, we take an additional margin.
* So, cutting off on the sleep time of
* 2^63 / scale_load_down(NICE_0_LOAD) ~ 104 days
* should be safe.
*/
if (entity_is_long_sleeper(se))
se->vruntime = vruntime;
else
se->vruntime = max_vruntime(se->vruntime, vruntime);
load = cfs_rq->avg_load;
if (curr && curr->on_rq)
load += curr->load.weight;
lag *= load + se->load.weight;
if (WARN_ON_ONCE(!load))
load = 1;
lag = div_s64(lag, load);
vruntime -= lag;
}
if (sched_feat(FAIR_SLEEPERS)) {
/* sleeps up to a single latency don't count. */
if (!initial) {
unsigned long thresh;
if (se_is_idle(se))
thresh = sysctl_sched_min_granularity;
else
thresh = sysctl_sched_latency;
/*
* Halve their sleep time's effect, to allow
* for a gentler effect of sleepers:
*/
if (sched_feat(GENTLE_FAIR_SLEEPERS))
thresh >>= 1;
vruntime -= thresh;
}
/*
* Pull vruntime of the entity being placed to the base level of
* cfs_rq, to prevent boosting it if placed backwards. If the entity
* slept for a long time, don't even try to compare its vruntime with
* the base as it may be too far off and the comparison may get
* inversed due to s64 overflow.
*/
if (!entity_is_long_sleeper(se))
vruntime = max_vruntime(se->vruntime, vruntime);
}
se->vruntime = vruntime;
}
static void check_enqueue_throttle(struct cfs_rq *cfs_rq);
......@@ -5077,6 +5166,9 @@ dequeue_entity(struct cfs_rq *cfs_rq, struct sched_entity *se, int flags)
clear_buddies(cfs_rq, se);
if (flags & DEQUEUE_SLEEP)
update_entity_lag(cfs_rq, se);
if (se != cfs_rq->curr)
__dequeue_entity(cfs_rq, se);
se->on_rq = 0;
......
/* SPDX-License-Identifier: GPL-2.0 */
/*
* Only give sleepers 50% of their service deficit. This allows
* them to run sooner, but does not allow tons of sleepers to
* rip the spread apart.
*/
SCHED_FEAT(FAIR_SLEEPERS, false)
SCHED_FEAT(GENTLE_FAIR_SLEEPERS, true)
/*
* Using the avg_vruntime, do the right thing and preserve lag across
* sleep+wake cycles. EEVDF placement strategy #1, #2 if disabled.
*/
SCHED_FEAT(PLACE_LAG, true)
/*
* Prefer to schedule the task we woke last (assuming it failed
* wakeup-preemption), since its likely going to consume data we
......
Markdown is supported
0%
or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment