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5b5968c477
replay API is used deeply within TCG common code (common to user
and system emulation). Unfortunately "sysemu/replay.h" requires
some QAPI headers for few system-specific declarations, example:
void replay_input_event(QemuConsole *src, InputEvent *evt);
Since commit c2651c0eaa
("qapi/meson: Restrict UI module to system
emulation and tools") the QAPI header defining the InputEvent is
not generated anymore.
To keep it simple, extract the 'core' replay prototypes to a new
"exec/replay-core.h" header which we include in the TCG code that
doesn't need the rest of the replay API.
Reviewed-by: Pavel Dovgalyuk <Pavel.Dovgalyuk@ispras.ru>
Message-Id: <20221219170806.60580-5-philmd@linaro.org>
Signed-off-by: Philippe Mathieu-Daudé <philmd@linaro.org>
181 lines
6.5 KiB
C
181 lines
6.5 KiB
C
#ifndef SYSEMU_REPLAY_H
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#define SYSEMU_REPLAY_H
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/*
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* QEMU replay (system interface)
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*
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* Copyright (c) 2010-2015 Institute for System Programming
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* of the Russian Academy of Sciences.
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*
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* This work is licensed under the terms of the GNU GPL, version 2 or later.
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* See the COPYING file in the top-level directory.
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*
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*/
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#include "exec/replay-core.h"
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#include "qapi/qapi-types-misc.h"
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#include "qapi/qapi-types-run-state.h"
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#include "qapi/qapi-types-ui.h"
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#include "block/aio.h"
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/* replay clock kinds */
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enum ReplayClockKind {
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/* host_clock */
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REPLAY_CLOCK_HOST,
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/* virtual_rt_clock */
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REPLAY_CLOCK_VIRTUAL_RT,
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REPLAY_CLOCK_COUNT
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};
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typedef enum ReplayClockKind ReplayClockKind;
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/* IDs of the checkpoints */
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enum ReplayCheckpoint {
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CHECKPOINT_CLOCK_WARP_START,
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CHECKPOINT_CLOCK_WARP_ACCOUNT,
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CHECKPOINT_RESET_REQUESTED,
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CHECKPOINT_SUSPEND_REQUESTED,
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CHECKPOINT_CLOCK_VIRTUAL,
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CHECKPOINT_CLOCK_HOST,
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CHECKPOINT_CLOCK_VIRTUAL_RT,
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CHECKPOINT_INIT,
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CHECKPOINT_RESET,
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CHECKPOINT_COUNT
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};
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typedef enum ReplayCheckpoint ReplayCheckpoint;
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typedef struct ReplayNetState ReplayNetState;
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/* Name of the initial VM snapshot */
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extern char *replay_snapshot;
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/* Replay locking
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*
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* The locks are needed to protect the shared structures and log file
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* when doing record/replay. They also are the main sync-point between
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* the main-loop thread and the vCPU thread. This was a role
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* previously filled by the BQL which has been busy trying to reduce
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* its impact across the code. This ensures blocks of events stay
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* sequential and reproducible.
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*/
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void replay_mutex_lock(void);
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void replay_mutex_unlock(void);
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/* Processing the instructions */
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/*! Returns number of executed instructions. */
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uint64_t replay_get_current_icount(void);
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/*! Returns number of instructions to execute in replay mode. */
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int replay_get_instructions(void);
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/*! Updates instructions counter in replay mode. */
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void replay_account_executed_instructions(void);
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/* Processing clocks and other time sources */
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/*! Save the specified clock */
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int64_t replay_save_clock(ReplayClockKind kind, int64_t clock,
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int64_t raw_icount);
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/*! Read the specified clock from the log or return cached data */
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int64_t replay_read_clock(ReplayClockKind kind, int64_t raw_icount);
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/*! Saves or reads the clock depending on the current replay mode. */
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#define REPLAY_CLOCK(clock, value) \
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(replay_mode == REPLAY_MODE_PLAY \
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? replay_read_clock((clock), icount_get_raw()) \
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: replay_mode == REPLAY_MODE_RECORD \
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? replay_save_clock((clock), (value), icount_get_raw()) \
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: (value))
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#define REPLAY_CLOCK_LOCKED(clock, value) \
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(replay_mode == REPLAY_MODE_PLAY \
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? replay_read_clock((clock), icount_get_raw_locked()) \
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: replay_mode == REPLAY_MODE_RECORD \
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? replay_save_clock((clock), (value), icount_get_raw_locked()) \
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: (value))
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/* Events */
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/*! Called when qemu shutdown is requested. */
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void replay_shutdown_request(ShutdownCause cause);
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/*! Should be called at check points in the execution.
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These check points are skipped, if they were not met.
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Saves checkpoint in the SAVE mode and validates in the PLAY mode.
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Returns 0 in PLAY mode if checkpoint was not found.
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Returns 1 in all other cases. */
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bool replay_checkpoint(ReplayCheckpoint checkpoint);
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/*! Used to determine that checkpoint or async event is pending.
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Does not proceed to the next event in the log. */
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bool replay_has_event(void);
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/*
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* Processes the async events added to the queue (while recording)
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* or reads the events from the file (while replaying).
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*/
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void replay_async_events(void);
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/* Asynchronous events queue */
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/*! Disables storing events in the queue */
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void replay_disable_events(void);
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/*! Enables storing events in the queue */
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void replay_enable_events(void);
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/*! Returns true when saving events is enabled */
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bool replay_events_enabled(void);
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/* Flushes events queue */
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void replay_flush_events(void);
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/*! Adds bottom half event to the queue */
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void replay_bh_schedule_event(QEMUBH *bh);
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/* Adds oneshot bottom half event to the queue */
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void replay_bh_schedule_oneshot_event(AioContext *ctx,
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QEMUBHFunc *cb, void *opaque);
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/*! Adds input event to the queue */
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void replay_input_event(QemuConsole *src, InputEvent *evt);
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/*! Adds input sync event to the queue */
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void replay_input_sync_event(void);
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/*! Adds block layer event to the queue */
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void replay_block_event(QEMUBH *bh, uint64_t id);
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/*! Returns ID for the next block event */
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uint64_t blkreplay_next_id(void);
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/* Character device */
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/*! Registers char driver to save it's events */
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void replay_register_char_driver(struct Chardev *chr);
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/*! Saves write to char device event to the log */
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void replay_chr_be_write(struct Chardev *s, const uint8_t *buf, int len);
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/*! Writes char write return value to the replay log. */
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void replay_char_write_event_save(int res, int offset);
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/*! Reads char write return value from the replay log. */
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void replay_char_write_event_load(int *res, int *offset);
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/*! Reads information about read_all character event. */
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int replay_char_read_all_load(uint8_t *buf);
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/*! Writes character read_all error code into the replay log. */
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void replay_char_read_all_save_error(int res);
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/*! Writes character read_all execution result into the replay log. */
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void replay_char_read_all_save_buf(uint8_t *buf, int offset);
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/* Network */
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/*! Registers replay network filter attached to some backend. */
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ReplayNetState *replay_register_net(NetFilterState *nfs);
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/*! Unregisters replay network filter. */
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void replay_unregister_net(ReplayNetState *rns);
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/*! Called to write network packet to the replay log. */
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void replay_net_packet_event(ReplayNetState *rns, unsigned flags,
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const struct iovec *iov, int iovcnt);
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/* Audio */
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/*! Saves/restores number of played samples of audio out operation. */
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void replay_audio_out(size_t *played);
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/*! Saves/restores recorded samples of audio in operation. */
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void replay_audio_in(size_t *recorded, void *samples, size_t *wpos, size_t size);
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/* VM state operations */
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/*! Called at the start of execution.
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Loads or saves initial vmstate depending on execution mode. */
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void replay_vmstate_init(void);
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/*! Called to ensure that replay state is consistent and VM snapshot
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can be created */
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bool replay_can_snapshot(void);
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#endif
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