@@ -1145,11 +1145,30 @@ static void *qemu_dummy_cpu_thread_fn(void *arg)
#endif
}
+/* 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 int tcg_cpu_exec(CPUState *cpu);
+static void qemu_cpu_kick_no_halt(void);
+
+static void kick_tcg_thread(void *opaque)
+{
+ QEMUTimer *self = *(QEMUTimer **) opaque;
+ timer_mod(self,
+ qemu_clock_get_ns(QEMU_CLOCK_VIRTUAL) +
+ get_ticks_per_sec() / 10);
+ qemu_cpu_kick_no_halt();
+}
static void *qemu_tcg_cpu_thread_fn(void *arg)
{
CPUState *cpu = arg;
+ QEMUTimer *kick_timer;
rcu_register_thread();
@@ -1173,6 +1192,14 @@ static void *qemu_tcg_cpu_thread_fn(void *arg)
}
}
+ /* Set to kick if we have to do more than one vCPU */
+ if (CPU_NEXT(first_cpu)) {
+ kick_timer = timer_new_ns(QEMU_CLOCK_VIRTUAL, kick_tcg_thread, &kick_timer);
+ timer_mod(kick_timer,
+ qemu_clock_get_ns(QEMU_CLOCK_VIRTUAL) +
+ get_ticks_per_sec() / 10);
+ }
+
/* process any pending work */
atomic_mb_set(&exit_request, 1);
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> --- cpus.c | 27 +++++++++++++++++++++++++++ 1 file changed, 27 insertions(+)