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author | Emilio G. Cota <cota@braap.org> | 2017-07-26 16:58:05 -0400 |
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committer | Richard Henderson <richard.henderson@linaro.org> | 2018-06-15 07:42:55 -1000 |
commit | be2cdc5e352eb28b4ff631f053a261d91e6af78e (patch) | |
tree | 8c1a51b0f20bbff2ee2f26badf8e8fe4bec46196 /tcg/tcg.h | |
parent | 32359d529f30bea8124ed671b2e6a22f22540488 (diff) | |
download | qemu-be2cdc5e352eb28b4ff631f053a261d91e6af78e.zip qemu-be2cdc5e352eb28b4ff631f053a261d91e6af78e.tar.gz qemu-be2cdc5e352eb28b4ff631f053a261d91e6af78e.tar.bz2 |
tcg: track TBs with per-region BST's
This paves the way for enabling scalable parallel generation of TCG code.
Instead of tracking TBs with a single binary search tree (BST), use a
BST for each TCG region, protecting it with a lock. This is as scalable
as it gets, since each TCG thread operates on a separate region.
The core of this change is the introduction of struct tcg_region_tree,
which contains a pointer to a GTree and an associated lock to serialize
accesses to it. We then allocate an array of tcg_region_tree's, adding
the appropriate padding to avoid false sharing based on
qemu_dcache_linesize.
Given a tc_ptr, we first find the corresponding region_tree. This
is done by special-casing the first and last regions first, since they
might be of size != region.size; otherwise we just divide the offset
by region.stride. I was worried about this division (several dozen
cycles of latency), but profiling shows that this is not a fast path.
Note that region.stride is not required to be a power of two; it
is only required to be a multiple of the host's page size.
Note that with this design we can also provide consistent snapshots
about all region trees at once; for instance, tcg_tb_foreach
acquires/releases all region_tree locks before/after iterating over them.
For this reason we now drop tb_lock in dump_exec_info().
As an alternative I considered implementing a concurrent BST, but this
can be tricky to get right, offers no consistent snapshots of the BST,
and performance and scalability-wise I don't think it could ever beat
having separate GTrees, given that our workload is insert-mostly (all
concurrent BST designs I've seen focus, understandably, on making
lookups fast, which comes at the expense of convoluted, non-wait-free
insertions/removals).
Reviewed-by: Richard Henderson <richard.henderson@linaro.org>
Reviewed-by: Alex Bennée <alex.bennee@linaro.org>
Signed-off-by: Emilio G. Cota <cota@braap.org>
Signed-off-by: Richard Henderson <richard.henderson@linaro.org>
Diffstat (limited to 'tcg/tcg.h')
-rw-r--r-- | tcg/tcg.h | 6 |
1 files changed, 6 insertions, 0 deletions
@@ -866,6 +866,12 @@ void tcg_region_reset_all(void); size_t tcg_code_size(void); size_t tcg_code_capacity(void); +void tcg_tb_insert(TranslationBlock *tb); +void tcg_tb_remove(TranslationBlock *tb); +TranslationBlock *tcg_tb_lookup(uintptr_t tc_ptr); +void tcg_tb_foreach(GTraverseFunc func, gpointer user_data); +size_t tcg_nb_tbs(void); + /* user-mode: Called with tb_lock held. */ static inline void *tcg_malloc(int size) { |