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| author | Tim Chen <tim.c.chen@linux.intel.com> | 2026-09-21 17:37:22 -0700 |
|---|---|---|
| committer | Ingo Molnar <mingo@kernel.org> | 2026-09-22 10:49:53 +0200 |
| commit | 0d6526f82c3cdefcca47f73f5fc08dc6f335eac6 (patch) | |
| tree | 176dc2d685debcfb082c151ee94f2425ac96b364 /Documentation/input/gameport-programming.rst | |
| download | linux-stable-0d6526f82c3cdefcca47f73f5fc08dc6f335eac6.tar.gz linux-stable-0d6526f82c3cdefcca47f73f5fc08dc6f335eac6.zip | |
sched/cache: Keep nr_pref_llc_running in the runnable domain, to fix LLC mis-scheduling buggrafted
alb_break_llc() decides whether to break LLC preference during active
load balance. It does so by testing that every runnable fair task on the
source rq prefers its LLC:
env->src_rq->nr_pref_llc_running == env->src_rq->cfs.h_nr_runnable
But the two counters cover different sets. nr_pref_llc_running is updated
in account_llc_enqueue()/account_llc_dequeue(), next to cfs_rq->nr_queued,
so it follows queued tasks. h_nr_runnable is updated in set_delayed()/
clear_delayed() and drops delay-dequeued tasks.
So under DELAY_DEQUEUE, a preferring task that goes to sleep stays counted
in nr_pref_llc_running while h_nr_runnable falls. The equality then breaks,
alb_break_llc() returns false, and active balance is free to pull a task
off its preferred LLC. Active balance only moves runnable tasks, and this
is the only LLC check it consults: once the stopper runs, LBF_ACTIVE_LB
skips the per-task test in can_migrate_task(). The runnable set is the one
we want.
Fix it on the counter side. A task should be counted in
nr_pref_llc_running exactly while it is both queued on its preferred LLC
(pref_llc_queued) and runnable (!sched_delayed). Define that membership
once in task_pref_llc_runnable(), and adjust the counter only through
pref_llc_running_inc()/pref_llc_running_dec() from the four sites that
change either input: account_llc_enqueue(), account_llc_dequeue(),
set_delayed() and clear_delayed(). Gating every update on the same
predicate keeps the delay, wake and dequeue paths from double-counting
or underflowing; see the comments at those sites for the ordering.
nr_llc_running and sd->llc_counts are not touched and stay on queued
semantics.
Fixes: 714059f79ff0 ("sched/cache: Handle moving single tasks to/from their preferred LLC")
Closes: https://lore.kernel.org/lkml/20260827135000.735138-1-zhanxusheng@xiaomi.com/
Reported-by: Zhan Xusheng <zhanxusheng@xiaomi.com>
Suggested-by: Chen Yu <yu.c.chen@intel.com>
Signed-off-by: Tim Chen <tim.c.chen@linux.intel.com>
Signed-off-by: Peter Zijlstra (Intel) <peterz@infradead.org>
Signed-off-by: Ingo Molnar <mingo@kernel.org>
Reviewed-by: Kayra Cizmeci <kayracizmeci@gmail.com>
Cc: <stable@kernel.org> # v7.2.x
Link: https://patch.msgid.link/06af61afedac32e6477f57feb4d658f6c411c3af.1790035273.git.tim.c.chen@linux.intel.com
Diffstat (limited to 'Documentation/input/gameport-programming.rst')
| -rw-r--r-- | Documentation/input/gameport-programming.rst | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/Documentation/input/gameport-programming.rst b/Documentation/input/gameport-programming.rst new file mode 100644 index 000000000..7d7063ad0 --- /dev/null +++ b/Documentation/input/gameport-programming.rst @@ -0,0 +1,233 @@ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +Programming gameport drivers +~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +A basic classic gameport +~~~~~~~~~~~~~~~~~~~~~~~~ + +If the gameport doesn't provide more than the inb()/outb() functionality, +the code needed to register it with the joystick drivers is simple:: + + struct gameport gameport; + + gameport.io = MY_IO_ADDRESS; + gameport_register_port(&gameport); + +Make sure struct gameport is initialized to 0 in all other fields. The +gameport generic code will take care of the rest. + +If your hardware supports more than one io address, and your driver can +choose which one to program the hardware to, starting from the more exotic +addresses is preferred, because the likelihood of clashing with the standard +0x201 address is smaller. + +E.g. if your driver supports addresses 0x200, 0x208, 0x210 and 0x218, then +0x218 would be the address of first choice. + +If your hardware supports a gameport address that is not mapped to ISA io +space (is above 0x1000), use that one, and don't map the ISA mirror. + +Also, always request_region() on the whole io space occupied by the +gameport. Although only one ioport is really used, the gameport usually +occupies from one to sixteen addresses in the io space. + +Please also consider enabling the gameport on the card in the ->open() +callback if the io is mapped to ISA space - this way it'll occupy the io +space only when something really is using it. Disable it again in the +->close() callback. You also can select the io address in the ->open() +callback, so that it doesn't fail if some of the possible addresses are +already occupied by other gameports. + +Memory mapped gameport +~~~~~~~~~~~~~~~~~~~~~~ + +When a gameport can be accessed through MMIO, this way is preferred, because +it is faster, allowing more reads per second. Registering such a gameport +isn't as easy as a basic IO one, but not so much complex:: + + struct gameport gameport; + + void my_trigger(struct gameport *gameport) + { + my_mmio = 0xff; + } + + unsigned char my_read(struct gameport *gameport) + { + return my_mmio; + } + + gameport.read = my_read; + gameport.trigger = my_trigger; + gameport_register_port(&gameport); + +.. _gameport_pgm_cooked_mode: + +Cooked mode gameport +~~~~~~~~~~~~~~~~~~~~ + +There are gameports that can report the axis values as numbers, that means +the driver doesn't have to measure them the old way - an ADC is built into +the gameport. To register a cooked gameport:: + + struct gameport gameport; + + int my_cooked_read(struct gameport *gameport, int *axes, int *buttons) + { + int i; + + for (i = 0; i < 4; i++) + axes[i] = my_mmio[i]; + buttons[0] = my_mmio[4]; + } + + int my_open(struct gameport *gameport, int mode) + { + return -(mode != GAMEPORT_MODE_COOKED); + } + + gameport.cooked_read = my_cooked_read; + gameport.open = my_open; + gameport.fuzz = 8; + gameport_register_port(&gameport); + +The only confusing thing here is the fuzz value. Best determined by +experimentation, it is the amount of noise in the ADC data. Perfect +gameports can set this to zero, most common have fuzz between 8 and 32. +See analog.c and input.c for handling of fuzz - the fuzz value determines +the size of a gaussian filter window that is used to eliminate the noise +in the data. + +More complex gameports +~~~~~~~~~~~~~~~~~~~~~~ + +Gameports can support both raw and cooked modes. In that case combine either +examples 1+2 or 1+3. Gameports can support internal calibration - see below, +and also lightning.c and analog.c on how that works. If your driver supports +more than one gameport instance simultaneously, use the ->private member of +the gameport struct to point to your data. + +Unregistering a gameport +~~~~~~~~~~~~~~~~~~~~~~~~ + +Simple:: + + gameport_unregister_port(&gameport); + +The gameport structure +~~~~~~~~~~~~~~~~~~~~~~ + +:: + + struct gameport { + + void *port_data; + +A private pointer for free use in the gameport driver. (Not the joystick +driver!) + +:: + + char name[32]; + +Driver's name as set by driver calling gameport_set_name(). Informational +purpose only. + +:: + + char phys[32]; + +gameport's physical name/description as set by driver calling gameport_set_phys(). +Informational purpose only. + +:: + + int io; + +I/O address for use with raw mode. You have to either set this, or ->read() +to some value if your gameport supports raw mode. + +:: + + int speed; + +Raw mode speed of the gameport reads in thousands of reads per second. + +:: + + int fuzz; + +If the gameport supports cooked mode, this should be set to a value that +represents the amount of noise in the data. See +:ref:`gameport_pgm_cooked_mode`. + +:: + + void (*trigger)(struct gameport *); + +Trigger. This function should trigger the ns558 oneshots. If set to NULL, +outb(0xff, io) will be used. + +:: + + unsigned char (*read)(struct gameport *); + +Read the buttons and ns558 oneshot bits. If set to NULL, inb(io) will be +used instead. + +:: + + int (*cooked_read)(struct gameport *, int *axes, int *buttons); + +If the gameport supports cooked mode, it should point this to its cooked +read function. It should fill axes[0..3] with four values of the joystick axes +and buttons[0] with four bits representing the buttons. + +:: + + int (*calibrate)(struct gameport *, int *axes, int *max); + +Function for calibrating the ADC hardware. When called, axes[0..3] should be +pre-filled by cooked data by the caller, max[0..3] should be pre-filled with +expected maximums for each axis. The calibrate() function should set the +sensitivity of the ADC hardware so that the maximums fit in its range and +recompute the axes[] values to match the new sensitivity or re-read them from +the hardware so that they give valid values. + +:: + + int (*open)(struct gameport *, int mode); + +Open() serves two purposes. First a driver either opens the port in raw or +in cooked mode, the open() callback can decide which modes are supported. +Second, resource allocation can happen here. The port can also be enabled +here. Prior to this call, other fields of the gameport struct (namely the io +member) need not to be valid. + +:: + + void (*close)(struct gameport *); + +Close() should free the resources allocated by open, possibly disabling the +gameport. + +:: + + struct timer_list poll_timer; + unsigned int poll_interval; /* in msecs */ + spinlock_t timer_lock; + unsigned int poll_cnt; + void (*poll_handler)(struct gameport *); + struct gameport *parent, *child; + struct gameport_driver *drv; + struct mutex drv_mutex; /* protects serio->drv so attributes can pin driver */ + struct device dev; + struct list_head node; + +For internal use by the gameport layer. + +:: + + }; + +Enjoy! |
