if ((flags & (DEQUEUE_SAVE | DEQUEUE_MOVE)) != DEQUEUE_SAVE)
update_min_vruntime(cfs_rq);
- if (flags & DEQUEUE_DELAYED)
+ if (flags & DEQUEUE_DELAYED) {
se->sched_delayed = 0;
+ if (sched_feat(DELAY_ZERO) && se->vlag > 0)
+ se->vlag = 0;
+ }
if (cfs_rq->nr_running == 0)
update_idle_cfs_rq_clock_pelt(cfs_rq);
dequeue_entities(rq, se, DEQUEUE_SLEEP | DEQUEUE_DELAYED);
SCHED_WARN_ON(se->sched_delayed);
SCHED_WARN_ON(se->on_rq);
-
return NULL;
}
return se;
SCHED_WARN_ON(!se->sched_delayed);
SCHED_WARN_ON(!se->on_rq);
+ if (sched_feat(DELAY_ZERO)) {
+ update_entity_lag(cfs_rq, se);
+ if (se->vlag > 0) {
+ cfs_rq->nr_running--;
+ if (se != cfs_rq->curr)
+ __dequeue_entity(cfs_rq, se);
+ se->vlag = 0;
+ place_entity(cfs_rq, se, 0);
+ if (se != cfs_rq->curr)
+ __enqueue_entity(cfs_rq, se);
+ cfs_rq->nr_running++;
+ }
+ }
+
se->sched_delayed = 0;
}
* By delaying the dequeue for non-eligible tasks, they remain in the
* competition and can burn off their negative lag. When they get selected
* they'll have positive lag by definition.
+ *
+ * DELAY_ZERO clips the lag on dequeue (or wakeup) to 0.
*/
SCHED_FEAT(DELAY_DEQUEUE, true)
+SCHED_FEAT(DELAY_ZERO, true)
/*
* Allow wakeup-time preemption of the current task: