msleep(1~20) may not do what the caller intends, and will often sleep longer. (~20 ms actual sleep for any value given in the 1~20ms range) This is not the desired behaviour for many cases like device resume time, device suspend time, device enable time, connection time, probe time, loops, retry logic, etc msleep is built on jiffies / legacy timers which are not precise whereas usleep_range is build on top of hrtimers so the wakeups are precise. Thus, change msleep to usleep_range for precise wakeups.
For example: On a machine with tick rate / HZ as 100, msleep(3) will make the process to sleep for a minimum period of 10 ms whereas usleep_range(3000, 3100) will make sure that the process does not sleep for more than 3100 us or 3.1ms Signed-off-by: Aniroop Mathur <a.mat...@samsung.com> --- drivers/input/joystick/analog.c | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/drivers/input/joystick/analog.c b/drivers/input/joystick/analog.c index 3d8ff09..2891704 100644 --- a/drivers/input/joystick/analog.c +++ b/drivers/input/joystick/analog.c @@ -88,7 +88,7 @@ MODULE_PARM_DESC(map, "Describes analog joysticks type/capabilities"); #define ANALOG_EXTENSIONS 0x7ff00 #define ANALOG_GAMEPAD 0x80000 -#define ANALOG_MAX_TIME 3 /* 3 ms */ +#define ANALOG_MAX_TIME 3000 /* 3000 us */ #define ANALOG_LOOP_TIME 2000 /* 2 * loop */ #define ANALOG_SAITEK_DELAY 200 /* 200 us */ #define ANALOG_SAITEK_TIME 2000 /* 2000 us */ @@ -257,7 +257,7 @@ static int analog_cooked_read(struct analog_port *port) int i, j; loopout = (ANALOG_LOOP_TIME * port->loop) / 1000; - timeout = ANALOG_MAX_TIME * port->speed; + timeout = (ANALOG_MAX_TIME / 1000) * port->speed; local_irq_save(flags); gameport_trigger(gameport); @@ -625,20 +625,20 @@ static int analog_init_port(struct gameport *gameport, struct gameport_driver *d gameport_trigger(gameport); t = gameport_read(gameport); - msleep(ANALOG_MAX_TIME); + usleep_range(ANALOG_MAX_TIME, ANALOG_MAX_TIME + 100); port->mask = (gameport_read(gameport) ^ t) & t & 0xf; port->fuzz = (port->speed * ANALOG_FUZZ_MAGIC) / port->loop / 1000 + ANALOG_FUZZ_BITS; for (i = 0; i < ANALOG_INIT_RETRIES; i++) { if (!analog_cooked_read(port)) break; - msleep(ANALOG_MAX_TIME); + usleep_range(ANALOG_MAX_TIME, ANALOG_MAX_TIME + 100); } u = v = 0; - msleep(ANALOG_MAX_TIME); - t = gameport_time(gameport, ANALOG_MAX_TIME * 1000); + usleep_range(ANALOG_MAX_TIME, ANALOG_MAX_TIME + 100); + t = gameport_time(gameport, ANALOG_MAX_TIME); gameport_trigger(gameport); while ((gameport_read(port->gameport) & port->mask) && (u < t)) u++; -- 2.6.2