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In some scenarios, a CPU-intensive task may be on the critical path for interactive workloads. For example, you may have a game with CPU-intensive tasks that are crunching the logic for the game, and that's required for the game to proceed without being choppy. To support such workflows, this change adds logic to allow a non-interactive task to inherit the lower (i.e. stronger) latency priority of another task if it wakes or is woken by that task. Signed-off-by: David Vernet <void@manifault.com> |
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c | ||
include | ||
rust | ||
meson.build | ||
README.md | ||
sync-to-kernel.sh |
SCHED_EXT SCHEDULERS
Introduction
This directory contains the repo's schedulers.
Some of these schedulers are simply examples of different types of schedulers that can be built using sched_ext. They can be loaded and used to schedule on your system, but their primary purpose is to illustrate how various features of sched_ext can be used.
Other schedulers are actually performant, production-ready schedulers. That is, for the correct workload and with the correct tuning, they may be deployed in a production environment with acceptable or possibly even improved performance. Some of the examples could be improved to become production schedulers.
Please see the following README files for details on each of the various types of schedulers:
- rust describes all of the schedulers with rust user space components. All of these schedulers are production ready.
- c describes all of the schedulers with C user space components. All of these schedulers are production ready.
Note on syncing
Note that there is a sync-to-kernel.sh script in this directory. This is used to sync any changes to the specific schedulers with the Linux kernel tree. If you've made any changes to a scheduler in please use the script to synchronize with the sched_ext Linux kernel tree:
$ ./sync-to-kernel.sh /path/to/kernel/tree