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authorTim Chen <tim.c.chen@linux.intel.com>2026-09-21 17:37:22 -0700
committerIngo Molnar <mingo@kernel.org>2026-09-22 10:49:53 +0200
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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
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+~~~~~~~~~~~~~~~~~~~~~~~~~~~~
+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!