89 lines
3.5 KiB
ReStructuredText
89 lines
3.5 KiB
ReStructuredText
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Copyright (c) 2020, Linaro Limited
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Written by Alex Bennée
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========================
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TCG Instruction Counting
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========================
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TCG has long supported a feature known as icount which allows for
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instruction counting during execution. This should not be confused
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with cycle accurate emulation - QEMU does not attempt to emulate how
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long an instruction would take on real hardware. That is a job for
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other more detailed (and slower) tools that simulate the rest of a
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micro-architecture.
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This feature is only available for system emulation and is
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incompatible with multi-threaded TCG. It can be used to better align
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execution time with wall-clock time so a "slow" device doesn't run too
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fast on modern hardware. It can also provides for a degree of
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deterministic execution and is an essential part of the record/replay
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support in QEMU.
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Core Concepts
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=============
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At its heart icount is simply a count of executed instructions which
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is stored in the TimersState of QEMU's timer sub-system. The number of
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executed instructions can then be used to calculate QEMU_CLOCK_VIRTUAL
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which represents the amount of elapsed time in the system since
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execution started. Depending on the icount mode this may either be a
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fixed number of ns per instruction or adjusted as execution continues
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to keep wall clock time and virtual time in sync.
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To be able to calculate the number of executed instructions the
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translator starts by allocating a budget of instructions to be
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executed. The budget of instructions is limited by how long it will be
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until the next timer will expire. We store this budget as part of a
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vCPU icount_decr field which shared with the machinery for handling
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cpu_exit(). The whole field is checked at the start of every
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translated block and will cause a return to the outer loop to deal
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with whatever caused the exit.
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In the case of icount, before the flag is checked we subtract the
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number of instructions the translation block would execute. If this
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would cause the instruction budget to go negative we exit the main
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loop and regenerate a new translation block with exactly the right
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number of instructions to take the budget to 0 meaning whatever timer
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was due to expire will expire exactly when we exit the main run loop.
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Dealing with MMIO
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-----------------
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While we can adjust the instruction budget for known events like timer
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expiry we cannot do the same for MMIO. Every load/store we execute
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might potentially trigger an I/O event, at which point we will need an
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up to date and accurate reading of the icount number.
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To deal with this case, when an I/O access is made we:
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- restore un-executed instructions to the icount budget
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- re-compile a single [1]_ instruction block for the current PC
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- exit the cpu loop and execute the re-compiled block
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.. [1] sometimes two instructions if dealing with delay slots
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Other I/O operations
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--------------------
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MMIO isn't the only type of operation for which we might need a
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correct and accurate clock. IO port instructions and accesses to
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system registers are the common examples here. These instructions have
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to be handled by the individual translators which have the knowledge
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of which operations are I/O operations.
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When the translator is handling an instruction of this kind:
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* it must call gen_io_start() if icount is enabled, at some
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point before the generation of the code which actually does
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the I/O, using a code fragment similar to:
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.. code:: c
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if (tb_cflags(s->base.tb) & CF_USE_ICOUNT) {
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gen_io_start();
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}
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* it must end the TB immediately after this instruction
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