Abel Wu <wuyun.abel@xxxxxxxxxxxxx> writes:
On 10/12/23 5:01 AM, Benjamin Segall Wrote:
Abel Wu <wuyun.abel@xxxxxxxxxxxxx> writes:
On 9/30/23 8:09 AM, Benjamin Segall Wrote:Yeah, that should work and be better on the tiebreak (and my test code
+ /*
+ * Now best_left and all of its children are eligible, and we are just
+ * looking for deadline == min_deadline
+ */
+ node = &best_left->run_node;
+ while (node) {
+ struct sched_entity *se = __node_2_se(node);
+
+ /* min_deadline is the current node */
+ if (se->deadline == se->min_deadline)
+ return se;
IMHO it would be better tiebreak on vruntime by moving this hunk to ..
+
+ /* min_deadline is in the left branch */
if (node->rb_left &&
__node_2_se(node->rb_left)->min_deadline == se->min_deadline) {
node = node->rb_left;
continue;
}
.. here, thoughts?
agrees). There's an argument that the tiebreak will never really come up
and it's better to avoid the potential one extra cache line from
"__node_2_se(node->rb_left)->min_deadline" though.
I see. Then probably do the same thing in the first loop?
We effectively do that already sorta by accident almost always -
computing best and best_left via deadline_gt rather than gte prioritizes
earlier elements, which always have a better vruntime.
Then when we do the best_left->min_deadline vs best->deadline
computation, we prioritize best_left, which is the one case it can be
wrong, we'd need an additional
"if (se->min_deadline == best->deadline &&
(s64)(se->vruntime - best->vruntime) > 0) return best;" check at the end
of the second loop.
(Though again I don't know how much this sort of never-going-to-happen
slight fairness improvement is worth compared to the extra bit of
overhead)