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.ben...@linaro.org> Reviewed-by: Richard Henderson <r...@twiddle.net> Reviewed-by: Pranith Kumar <bobby.pr...@gmail.com> --- v2 - re-base fixes - get_ticks_per_sec() -> NANOSECONDS_PER_SEC v3 - add define for TCG_KICK_FREQ - fix checkpatch warning v4 - wrap next calc in inline qemu_tcg_next_kick() instead of macro v5 - move all kick code into own section - use global for timer - add helper functions to start/stop timer - stop timer when all cores paused v7 - checkpatch > 80 char fix --- cpus.c | 61 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 61 insertions(+) diff --git a/cpus.c b/cpus.c index c94b3307e5..9fe56c9a76 100644 --- a/cpus.c +++ b/cpus.c @@ -768,6 +768,53 @@ void configure_icount(QemuOpts *opts, Error **errp) } /***********************************************************/ +/* TCG vCPU kick timer + * + * The kick timer is responsible for moving single threaded vCPU + * emulation on to the next vCPU. If more than one vCPU is running a + * timer event with force a cpu->exit so the next vCPU can get + * scheduled. + * + * The timer is removed if all vCPUs are idle and restarted again once + * idleness is complete. + */ + +static QEMUTimer *tcg_kick_vcpu_timer; + +static void qemu_cpu_kick_no_halt(void); + +#define TCG_KICK_PERIOD (NANOSECONDS_PER_SECOND / 10) + +static inline int64_t qemu_tcg_next_kick(void) +{ + return qemu_clock_get_ns(QEMU_CLOCK_VIRTUAL) + TCG_KICK_PERIOD; +} + +static void kick_tcg_thread(void *opaque) +{ + timer_mod(tcg_kick_vcpu_timer, qemu_tcg_next_kick()); + qemu_cpu_kick_no_halt(); +} + +static void start_tcg_kick_timer(void) +{ + if (!tcg_kick_vcpu_timer && CPU_NEXT(first_cpu)) { + tcg_kick_vcpu_timer = timer_new_ns(QEMU_CLOCK_VIRTUAL, + kick_tcg_thread, NULL); + timer_mod(tcg_kick_vcpu_timer, qemu_tcg_next_kick()); + } +} + +static void stop_tcg_kick_timer(void) +{ + if (tcg_kick_vcpu_timer) { + timer_del(tcg_kick_vcpu_timer); + tcg_kick_vcpu_timer = NULL; + } +} + + +/***********************************************************/ void hw_error(const char *fmt, ...) { va_list ap; @@ -1021,9 +1068,12 @@ static void qemu_wait_io_event_common(CPUState *cpu) static void qemu_tcg_wait_io_event(CPUState *cpu) { while (all_cpu_threads_idle()) { + stop_tcg_kick_timer(); qemu_cond_wait(cpu->halt_cond, &qemu_global_mutex); } + start_tcg_kick_timer(); + while (iothread_requesting_mutex) { qemu_cond_wait(&qemu_io_proceeded_cond, &qemu_global_mutex); } @@ -1223,6 +1273,15 @@ static void deal_with_unplugged_cpus(void) } } +/* Single-threaded TCG + * + * In the single-threaded case each vCPU is simulated in turn. If + * there is more than a single vCPU we create a simple timer to kick + * the vCPU and ensure we don't get stuck in a tight loop in one vCPU. + * This is done explicitly rather than relying on side-effects + * elsewhere. + */ + static void *qemu_tcg_cpu_thread_fn(void *arg) { CPUState *cpu = arg; @@ -1249,6 +1308,8 @@ static void *qemu_tcg_cpu_thread_fn(void *arg) } } + start_tcg_kick_timer(); + /* process any pending work */ atomic_mb_set(&exit_request, 1); -- 2.11.0