cpufreq: ondemand: Set MIN_LATENCY_MULTIPLIER to 20

Currently MIN_LATENCY_MULTIPLIER is set defined as 100 and so on a system with
transition latency of 1 ms, the minimum sampling time comes to be around 100 ms.
That is quite big if you want to get better performance for your system.

Redefine MIN_LATENCY_MULTIPLIER to 20 so that we can support 20ms sampling rate
for such platforms.

Signed-off-by: faux123 <reioux@gmail.com>
cpufreq: conservative: Set MIN_LATENCY_MULTIPLIER to 20

Currently MIN_LATENCY_MULTIPLIER is set defined as 100 and so on a system with
transition latency of 1 ms, the minimum sampling time comes to be around 100 ms.
That is quite big if you want to get better performance for your system.

Redefine MIN_LATENCY_MULTIPLIER to 20 so that we can support 20ms sampling rate
for such platforms.

Signed-off-by: faux123 <reioux@gmail.com>
overall_stats: add overall stats for all available cores

this is much more accurate stats tracking than just displaying core 0's
stats from most other kernels

Signed-off-by: faux123 <reioux@gmail.com>
overall_stats: forward port to kernel 3.4+

by replacing deprecated functions with native add/sub for 64bit data types

Signed-off-by: faux123 <reioux@gmail.com>

Conflicts:
	drivers/cpufreq/cpufreq_stats.c
drivers/cpufreq/cpufreq.c: re-enable cpu policy restore

original bug FINALLY fixed by:
  cpufreq: Save user policy min/max instead of policy min/max during hotplug

Signed-off-by: Paul Reioux <reioux@gmail.com>

Conflicts:
	drivers/cpufreq/cpufreq.c
msm: kgsl: Allow GPU start to run in a high priority queue

The GPU start sequence needs to run with low latency when coming
out of slumber for the first draw command. For those cases allow the
start function to be queued into a high priority workqueue to reduce
the chance of it getting scheduled out.

Change-Id: Ic0dedbada7ef4d63b54e826862fbefdfb71a092a
Signed-off-by: Jordan Crouse <jcrouse@codeaurora.org>
msm: kgsl: Add an input handler to power up the GPU on a touch event

On a device where the primary input is a touchscreen nobody is
surprised that touch events are often the catalyst for drawing
frames. If the GPU is in slumber we can get a jump on the action
by watching for touch events and turning the GPU on in anticipation
of a draw call. Register for events from all input drivers
returning EV_ABS events and queue a work task to power up the GPU
if it is currently in slumber.

Change-Id: Ic0dedbadbdc96ef9ddd78252ea65f8e1cdd00110
Signed-off-by: Jordan Crouse <jcrouse@codeaurora.org>