tcg: add kick timer for single-threaded vCPU emulation
Currently we rely on the side effect of the main loop grabbing the iothread_mutex to give any long running basic block chains a kick to ensure the next vCPU is scheduled. As this code is being re-factored and rationalised we now do it explicitly here. Signed-off-by: Alex Bennée <alex.bennee@linaro.org> Reviewed-by: Richard Henderson <rth@twiddle.net> Reviewed-by: Pranith Kumar <bobby.prani@gmail.com>
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								cpus.c
								
								
								
								
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			@ -767,6 +767,53 @@ void configure_icount(QemuOpts *opts, Error **errp)
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                   NANOSECONDS_PER_SECOND / 10);
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}
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/***********************************************************/
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/* TCG vCPU kick timer
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 *
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 * The kick timer is responsible for moving single threaded vCPU
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 * emulation on to the next vCPU. If more than one vCPU is running a
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 * timer event with force a cpu->exit so the next vCPU can get
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 * scheduled.
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 *
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 * The timer is removed if all vCPUs are idle and restarted again once
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 * idleness is complete.
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 */
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static QEMUTimer *tcg_kick_vcpu_timer;
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static void qemu_cpu_kick_no_halt(void);
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#define TCG_KICK_PERIOD (NANOSECONDS_PER_SECOND / 10)
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static inline int64_t qemu_tcg_next_kick(void)
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{
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    return qemu_clock_get_ns(QEMU_CLOCK_VIRTUAL) + TCG_KICK_PERIOD;
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}
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static void kick_tcg_thread(void *opaque)
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{
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    timer_mod(tcg_kick_vcpu_timer, qemu_tcg_next_kick());
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    qemu_cpu_kick_no_halt();
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}
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static void start_tcg_kick_timer(void)
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{
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    if (!tcg_kick_vcpu_timer && CPU_NEXT(first_cpu)) {
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        tcg_kick_vcpu_timer = timer_new_ns(QEMU_CLOCK_VIRTUAL,
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                                           kick_tcg_thread, NULL);
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        timer_mod(tcg_kick_vcpu_timer, qemu_tcg_next_kick());
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    }
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}
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static void stop_tcg_kick_timer(void)
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{
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    if (tcg_kick_vcpu_timer) {
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        timer_del(tcg_kick_vcpu_timer);
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        tcg_kick_vcpu_timer = NULL;
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    }
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}
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/***********************************************************/
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void hw_error(const char *fmt, ...)
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{
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			@ -1021,9 +1068,12 @@ static void qemu_wait_io_event_common(CPUState *cpu)
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static void qemu_tcg_wait_io_event(CPUState *cpu)
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{
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    while (all_cpu_threads_idle()) {
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        stop_tcg_kick_timer();
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        qemu_cond_wait(cpu->halt_cond, &qemu_global_mutex);
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    }
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    start_tcg_kick_timer();
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    while (iothread_requesting_mutex) {
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        qemu_cond_wait(&qemu_io_proceeded_cond, &qemu_global_mutex);
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    }
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			@ -1223,6 +1273,15 @@ static void deal_with_unplugged_cpus(void)
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    }
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}
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/* Single-threaded TCG
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 *
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 * In the single-threaded case each vCPU is simulated in turn. If
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 * there is more than a single vCPU we create a simple timer to kick
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 * the vCPU and ensure we don't get stuck in a tight loop in one vCPU.
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 * This is done explicitly rather than relying on side-effects
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 * elsewhere.
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 */
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static void *qemu_tcg_cpu_thread_fn(void *arg)
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{
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    CPUState *cpu = arg;
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			@ -1249,6 +1308,8 @@ static void *qemu_tcg_cpu_thread_fn(void *arg)
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        }
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    }
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    start_tcg_kick_timer();
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    /* process any pending work */
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    atomic_mb_set(&exit_request, 1);
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