@@ -1208,9 +1208,29 @@ static int tcg_cpu_exec(CPUState *cpu)
return ret;
}
+/* 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_cpu_kick_no_halt(void);
+#define TCG_KICK_FREQ (qemu_clock_get_ns(QEMU_CLOCK_VIRTUAL) + \
+ NANOSECONDS_PER_SECOND / 10)
+
+static void kick_tcg_thread(void *opaque)
+{
+ QEMUTimer *self = *(QEMUTimer **) opaque;
+ timer_mod(self, TCG_KICK_FREQ);
+ qemu_cpu_kick_no_halt();
+}
+
static void *qemu_tcg_cpu_thread_fn(void *arg)
{
CPUState *cpu = arg;
+ QEMUTimer *kick_timer;
rcu_register_thread();
@@ -1234,6 +1254,13 @@ 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, TCG_KICK_FREQ);
+ }
+
/* 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> --- v2 - re-base fixes - get_ticks_per_sec() -> NANOSECONDS_PER_SEC v3 - add define for TCG_KICK_FREQ - fix checkpatch warning --- cpus.c | 27 +++++++++++++++++++++++++++ 1 file changed, 27 insertions(+) -- 2.7.4