On 17/06/2015 20:23, Mark Burton wrote:
On 17 Jun 2015, at 18:57, Dr. David Alan Gilbert wrote:
* Alex Benn?e (alex.ben...@linaro.org) wrote:
Hi,
Shared Data Structures
==
Global TCG State
We need to protect the entire code generation cycle including any
> On 17 Jun 2015, at 18:57, Dr. David Alan Gilbert wrote:
>
> * Alex Benn?e (alex.ben...@linaro.org) wrote:
>> Hi,
>
>> Shared Data Structures
>> ==
>>
>> Global TCG State
>>
>>
>> We need to protect the entire code generation cycle including any post
>> g
* Alex Benn?e (alex.ben...@linaro.org) wrote:
> Hi,
> Shared Data Structures
> ==
>
> Global TCG State
>
>
> We need to protect the entire code generation cycle including any post
> generation patching of the translated code. This also implies a shared
> tran
On 17/06/2015 17:57, Alex Bennée wrote:
> But would there be a risk is we make the BQL recursive?
>
> I had to do this because the iomem accesses either side of a virt-io
> transaction would deadlock otherwise.
The idea was to check if the BQL is taken, and if not take it in
memory_region_disp
Paolo Bonzini writes:
> On 12/06/2015 18:37, Alex Bennée wrote:
>> Emulated hardware state
>> ---
>>
>> Currently the hardware emulation has no protection against
>> multiple-accesses. However guest systems accessing emulated hardware
>> should be carrying out their own lock
On 12/06/2015 18:37, Alex Bennée wrote:
> Emulated hardware state
> ---
>
> Currently the hardware emulation has no protection against
> multiple-accesses. However guest systems accessing emulated hardware
> should be carrying out their own locking to prevent multiple CPUs
>
Mark Burton writes:
> I think we SHOUDL use the wiki - and keep it current. A lot of what you have
> is in the wiki too, but I’d like to see the wiki updated.
> We will add our stuff there too…
Well I've added some pointer for now. Reading the wiki reminded me of
the informal phone conference.
alvise rigo writes:
> Hi Alex,
>
> Let me just add one comment.
>
>>
>> Memory Barriers
>> ---
>>
>> Barriers (sometimes known as fences) provide a mechanism for software
>> to enforce a particular ordering of memory operations from the point
>> of view of external observers (e.g. a
Hi Alex,
Let me just add one comment.
On Fri, Jun 12, 2015 at 6:37 PM, Alex Bennée wrote:
> Hi,
>
> One thing that Peter has been asking for is a design document for the
> way we are going to approach multi-threaded TCG emulation. I started
> with the information that was captured on the wiki an
Mark Burton writes:
> I think we SHOUDL use the wiki - and keep it current. A lot of what you have
> is in the wiki too, but I’d like to see the wiki updated.
> We will add our stuff there too…
I'll do a pass today and update it to point to lists, discussions and
WIP trees.
>
> Cheers
> Mark.
I think we SHOUDL use the wiki - and keep it current. A lot of what you have is
in the wiki too, but I’d like to see the wiki updated.
We will add our stuff there too…
Cheers
Mark.
> On 15 Jun 2015, at 12:06, Alex Bennée wrote:
>
>
> Frederic Konrad writes:
>
>> On 12/06/2015 18:37, Alex
Frederic Konrad writes:
> On 12/06/2015 18:37, Alex Bennée wrote:
>> Hi,
>
> Hi Alex,
>
> I've completed some of the points below. We will also work on a design
> decisions
> document to add to this one.
>
> We probably want to merge that with what we did on the wiki?
> http://wiki.qemu.org/Fea
On 12/06/2015 18:37, Alex Bennée wrote:
Hi,
Hi Alex,
I've completed some of the points below. We will also work on a design
decisions
document to add to this one.
We probably want to merge that with what we did on the wiki?
http://wiki.qemu.org/Features/tcg-multithread
One thing that Pete
Hi,
One thing that Peter has been asking for is a design document for the
way we are going to approach multi-threaded TCG emulation. I started
with the information that was captured on the wiki and tried to build on
that. It's almost certainly incomplete but I thought it would be worth
posting for
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