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Message-ID: <8cb196d8-1a81-cfd9-6437-a1ba26a7c767@arm.com>
Date: Wed, 9 Nov 2022 15:18:52 +0000
From: Lukasz Luba <lukasz.luba@....com>
To: Peter Zijlstra <peterz@...radead.org>
Cc: Jian-Min Liu <jian-min.liu@...iatek.com>,
Dietmar Eggemann <dietmar.eggemann@....com>,
Ingo Molnar <mingo@...nel.org>,
Vincent Guittot <vincent.guittot@...aro.org>,
Morten Rasmussen <morten.rasmussen@....com>,
Vincent Donnefort <vdonnefort@...gle.com>,
Quentin Perret <qperret@...gle.com>,
Patrick Bellasi <patrick.bellasi@...bug.net>,
Abhijeet Dharmapurikar <adharmap@...cinc.com>,
Qais Yousef <qais.yousef@....com>,
linux-kernel@...r.kernel.org,
Jonathan JMChen <jonathan.jmchen@...iatek.com>,
Kajetan Puchalski <kajetan.puchalski@....com>
Subject: Re: [RFC PATCH 0/1] sched/pelt: Change PELT halflife at runtime
Hi Peter,
On 11/7/22 13:41, Peter Zijlstra wrote:
> On Thu, Sep 29, 2022 at 03:41:47PM +0100, Kajetan Puchalski wrote:
>
>> Based on all the tests we've seen, jankbench or otherwise, the
>> improvement can mainly be attributed to the faster ramp up of frequency
>> caused by the shorter PELT window while using schedutil.
>
> Would something terrible like the below help some?
>
> If not, I suppose it could be modified to take the current state as
> history. But basically it runs a faster pelt sum along side the regular
> signal just for ramping up the frequency.
[snip]
> +
> + rcu_read_lock();
> + curr = rcu_dereference(rq->curr);
> + if (likely(curr->sched_class == &fair_sched_class)) {
> + u64 runtime = curr->se.sum_exec_runtime - curr->se.exec_start;
> + util = max_t(unsigned long, util,
> + faster_est_approx(runtime * 2));
That's a really nice hack :)
I wonder why we end up in such situation on Android. Maybe there is
a different solution?
Maybe shorter tick (then also align PELT Half-Life)?
The problem is mostly in those high-FPS phones. You know, we now have
phones with 144Hz displays and even games > 100FPS (which wasn't the
case a few years ago when we invested a lot of effort into this
PELT+EAS). We also have a lot faster CPUs (~2x in 3-4 years).
IMO those games (and OS mechanisms assisting them) would have different
needs probably (if they do this 'soft-real-time simulations' with such
high granularity ~120/s -> every ~8ms).
IMO one old setting might not fit well into this: 4ms tick (which is the
Android use case), which then implies scheduler min granularity, which
we also align with the y^32 PELT.
Is this a correct chain of thinking?
Would it make sense to ask Android phone vendors to experiment with
1ms tick (w/ aligned PELT HL)? With that change, there might be some
power spikes issues, though.
Regards,
Lukasz
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