bool sleep = flags & DEQUEUE_SLEEP;
update_curr(cfs_rq);
+ clear_buddies(cfs_rq, se);
if (flags & DEQUEUE_DELAYED) {
SCHED_WARN_ON(!se->sched_delayed);
if (sched_feat(DELAY_DEQUEUE) && delay &&
!entity_eligible(cfs_rq, se)) {
- if (cfs_rq->next == se)
- cfs_rq->next = NULL;
update_load_avg(cfs_rq, se, 0);
se->sched_delayed = 1;
return false;
update_stats_dequeue_fair(cfs_rq, se, flags);
- clear_buddies(cfs_rq, se);
-
update_entity_lag(cfs_rq, se);
if (sched_feat(PLACE_REL_DEADLINE) && !sleep) {
se->deadline -= se->vruntime;
if (unlikely(throttled_hierarchy(cfs_rq_of(pse))))
return;
- if (sched_feat(NEXT_BUDDY) && !(wake_flags & WF_FORK)) {
+ if (sched_feat(NEXT_BUDDY) && !(wake_flags & WF_FORK) && !pse->sched_delayed) {
set_next_buddy(pse);
}