Re: [PATCH] mm: yield during swap prefetching

Lee Revell
2006-03-08T02:18:20Z

On Wed, 2006-03-08 at 13:12 +1100, Con Kolivas wrote:
> On Wed, 8 Mar 2006 01:08 pm, Lee Revell wrote:
> > On Wed, 2006-03-08 at 12:28 +1100, Con Kolivas wrote:
> > > I can't distinguish between when cpu activity is important (game) and
> > > when it is not (compile), and assuming worst case scenario and not doing
> > > any swap prefetching is my intent. I could add cpu accounting to
> > > prefetch_suitable() instead, but that gets rather messy and yielding
> > > achieves the same endpoint.
> >
> > Shouldn't the game be running with RT priority or at least at a low nice
> > value?
>
> No way. Games run nice 0 SCHED_NORMAL.

Maybe this is a stupid/OT question (answer off list if you think so) but
why not? Isn't that the standard way of telling the scheduler that you
have a realtime constraint? It's how pro audio stuff works which I
would think has similar RT requirements.

How is the scheduler supposed to know to penalize a kernel compile
taking 100% CPU but not a game using 100% CPU?

Lee