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* Copyright 2007 - 2012 VMware, Inc. All rights reserved.
* **********************************************************/
/*
* @VMKAPIMOD_LICENSE@
*/
/*
***********************************************************************
* Worlds */ /**
* \defgroup Worlds Worlds
*
* Worlds are a schedulable entity in the VMkernel. For example worlds
* are used to represent kernel threads, user processes, virtual CPUs,
* etc. Each world is identified by an ID that is unique within the
* system called the World ID. Worlds are blockable contexts; it is safe
* to call functions that may block from a world context.
*
* User processes also belong to cartels. A cartel is a group of worlds
* that share certain resources including but not limited to their
* address space. A cartel can be thought of as a user process and the
* individual worlds that make up the cartel can be thought of as user
* threads. Each user world will have a world ID and a cartel ID. Each
* world in a cartel will share the same cartel ID. Note that it is
* possible for a world's world ID and cartel ID to be equal, but
* this can only be true for at most one world in the cartel.
*
*@{
***********************************************************************
*/
#ifndef _VMKAPI_WORLD_H_
#define _VMKAPI_WORLD_H_
/** \cond never */
#ifndef VMK_HEADER_INCLUDED_FROM_VMKAPI_H
#error This vmkapi file should never be included directly but only via vmkapi.h
#endif
/** \endcond never */
#include "device/vmkapi_vector_types.h"
/**
* \brief Event to block on.
*
* Events to block on are, by convention, always kernel virtual addresses.
*/
typedef vmk_VA vmk_WorldEventID;
/** \brief The body function of a world. */
typedef VMK_ReturnStatus (*vmk_WorldStartFunc)(void *data);
/** \brief Opaque handle for a world */
typedef vmk_int32 vmk_WorldID;
#define VMK_INVALID_WORLD_ID ((vmk_WorldID)0)
/** \brief Special vmk_WorldEventID for a no-event wait
*
* When used as the eventId parameter to vmk_WorldWait(),
* the world will wait without being added to the system's
* internal event queue. This allows for a lighter weight
* synchronization mechanism, though the world sleeping in
* this fashion can be awoken only by vmk_WorldForceWakeup(),
* by a timeout, or if the world is being destroyed.
*/
#define VMK_EVENT_NONE ((vmk_WorldEventID)0)
/**
* \brief Indication of unlimited CPU allocation (max)
*/
#define VMK_CPU_ALLOC_UNLIMITED ((vmk_uint32) -1)
/**
* \brief Scheduler Class for a World
*
* Worlds of class VMK_WORLD_SCHED_CLASS_QUICK will be scheduled
* to run ahead of worlds of class VMK_WORLD_SCHED_CLASS_DEFAULT.
* Please be careful to use VMK_WORLD_SCHED_CLASS_QUICK only for
* small deferred tasks that must execute promptly.
*
* If unsure of what class to use, pick VMK_WORLD_SCHED_CLASS_DEFAULT.
*/
typedef enum {
/** Default scheduler class for kernel threads. */
VMK_WORLD_SCHED_CLASS_DEFAULT = 1,
/** Scheduler class for kernel threads that must execute prompty. */
VMK_WORLD_SCHED_CLASS_QUICK = 100,
} vmk_WorldSchedClass;
/**
* \brief Properties for creating a new world.
*/
typedef struct vmk_WorldProps {
/** \brief Name associated with this world. */
const char *name;
/** \brief Module ID of the module creating this world. */
vmk_ModuleID moduleID;
/** \brief Function that the world begins executing at creation. */
vmk_WorldStartFunc startFunction;
/** \brief Opaque argument to the startFunction. */
void *data;
/** \brief Scheduler class for the new world. */
vmk_WorldSchedClass schedClass;
} vmk_WorldProps;
/*
***********************************************************************
* vmk_WorldCreate -- */ /**
*
* \ingroup Worlds
* \brief Create and start a new kernel thread
*
* \note This function may block.
*
* \warning Code running inside a system world can be preempted by
* default. Code should be careful not to access Per-PCPU
* Storage, or to hold locks of type VMK_SPINLOCK_IRQ, for
* a period time exceeding 10us - since these acquisitions
* block preemption.
*
* \param[in] props Properties of this world.
* \param[out] worldId World ID associated with the newly
* created world. If caller sets this
* poitner to NULL, then the World ID is
* not returned.
*
* \retval VMK_OK World created.
* \retval VMK_NO_MEMORY Ran out of memory.
* \retval VMK_DEATH_PENDING World is in the process of dying.
* \retval VMK_NO_MODULE_HEAP The module's heap is not set.
* \retval VMK_BAD_PARAM The priority specified is in the
* properties is invalid.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldCreate(vmk_WorldProps *props,
vmk_WorldID *worldId);
/*
***********************************************************************
* vmk_WorldDestroy -- */ /**
*
* \ingroup Worlds
* \brief Destroy a world created by vmk_WorldCreate.
*
* \note This function may block.
*
* \note This function does not wait for the world to actually die.
* Use vmk_WorldWaitForDeath() to wait for death.
*
* \param[in] worldID vmk_WorldID of the world to destroy.
*
* \retval VMK_OK Kill was successfully posted.
* \retval VMK_NOT_FOUND Specified worldID was not found.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldDestroy(
vmk_WorldID worldID);
/*
***********************************************************************
* vmk_WorldExit -- */ /**
*
* \ingroup Worlds
* \brief End execution of the calling world.
*
* \note This function never returns.
*
* \param[in] status Status of the world on exit.
*
***********************************************************************
*/
void vmk_WorldExit(VMK_ReturnStatus status);
/*
***********************************************************************
* vmk_WorldGetID -- */ /**
*
* \ingroup Worlds
* \brief Get the ID of the current world.
*
* \note This function will not block.
*
* \return WorldID of the currently running world that this
* call was invoked from or VMK_INVALID_WORLD_ID if
* this call was not invoked from a world context.
*
***********************************************************************
*/
vmk_WorldID vmk_WorldGetID(
void);
/*
***********************************************************************
* vmk_WorldGetCartelID -- */ /**
*
* \ingroup Worlds
* \brief Get the Cartel ID of the current world.
*
* \note This function will not block.
*
* \return WorldID of the cartel of the currently running world that
* this call was invoked from or VMK_INVALID_WORLD_ID if
* this call was not invoked from a user world context.
*
***********************************************************************
*/
vmk_WorldID vmk_WorldGetCartelID(
void);
/*
***********************************************************************
* vmk_WorldIDToCartelID -- */ /**
*
* \ingroup Worlds
* \brief Get the Cartel ID of the specified world.
*
* \note This function will not block.
*
* \return WorldID of the cartel of the provided world ID or
* VMK_INVALID_WORLD_ID if the provided world is not a user
* world context.
*
***********************************************************************
*/
vmk_WorldID vmk_WorldIDToCartelID(
vmk_WorldID worldID);
/*
***********************************************************************
* vmk_WorldAssertIsSafeToBlockInt --
*
* This is used by vmk_WorldAssertIsSafeToBlock. VMKAPI clients should
* not call this function directly.
*
***********************************************************************
*/
/** \cond nodoc */
void
vmk_WorldAssertIsSafeToBlockInt(
void);
/** \endcond */
/*
***********************************************************************
* vmk_WorldAssertIsSafeToBlock -- */ /**
*
* \ingroup Globals
* \brief Assert that it is OK for the caller to block.
*
* \note Only performs checking in debug builds.
* \note This function will not block.
*
***********************************************************************
*/
static VMK_ALWAYS_INLINE void
vmk_WorldAssertIsSafeToBlock(
void)
{
#ifdef VMX86_DEBUG
vmk_WorldAssertIsSafeToBlockInt();
#endif
}
/*
***********************************************************************
* vmk_WorldWait -- */ /**
*
* \brief Deschedule a World holding a non-IRQ Lock until awakened or
* until the specified timeout expires.
*
* \note This function may block.
*
* \note Spurious wakeups are possible. Specifially, users of this
* API must always verify that the condition on which they
* are waiting has actually occurred before taking action.
*
* \param[in] eventId Either a system wide unique identifier for the
* event to sleep on, or VMK_EVENT_NONE. When
* VMK_EVENT_NONE is specified, the world can be
* awoken only by vmk_WorldForceWakeup(), by a
* timeout, or if the world is being destroyed.
* \param[in] lock Lock of type VMK_SPINLOCK to release before
* descheduling the world. VMK_LOCK_INVALID
* indicates that no lock needs to be released
* before descheduling the world.
* \param[in] timeoutMS Number of milliseconds before timeout
* VMK_TIMEOUT_UNLIMITED_MS indicates that the
* caller wants to block forever.
* VMK_TIMEOUT_NONBLOCKING is not a valid value
* in this context.
* \param[in] reason A short string that explains the reason for
* the vmk_WorldWait call.
*
* \retval VMK_OK World was descheduled and awoken by a
* vmk_WorldWakeup on eventId.
* \retval VMK_BAD_PARAM World was not descheduled because a
* provided parameter was invalid. If a
* lock was provided then it was not
* released.
* \retval VMK_TIMEOUT World was descheduled and awoken
* because of timeout expiration.
* \retval VMK_DEATH_PENDING World was descheduled and awoken
* because the world is dying and being
* reaped by the scheduler. The caller is
* expected to return as soon as possible.
* \retval VMK_WAIT_INTERRUPTED World was descheduled and awoken for
* some other reason not specified by
* previous return codes. The caller is
* allowed to re-enter vmk_WorldWait.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldWait(
vmk_WorldEventID eventId,
vmk_Lock lock,
vmk_uint32 timeoutMS,
const char *reason);
/*
***********************************************************************
* vmk_WorldWakeup -- */ /**
*
* \ingroup Worlds
* \brief Wake up all the Worlds waiting on a event eventId
*
* \note This function may block.
*
* \param[in] eventId System wide unique identifier of the event.
*
* \retval VMK_OK One or more worlds was awakened.
* \retval VMK_NOT_FOUND No worlds were found that wake up to eventId.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldWakeup(
vmk_WorldEventID eventId);
/*
***********************************************************************
* vmk_WorldForceWakeup -- */ /**
*
* \ingroup Worlds
* \brief Wake up a specific world directly, regardless of what
* event it is waiting on.
*
* \note This function may block.
*
* \note A forced wakeup is special, in that the wakeup it generates
* is "stateful" when used in conjuction with VMK_EVENT_NONE.
* Specifically, if a world is not waiting when a forced wakeup
* is generated, then the wakeup goes pending. If the world
* then attempts to wait on VMK_EVENT_NONE, the world will
* not sleep (and the pending is cleared).
*
* \param[in] worldID World ID of the world to wake up.
*
* \retval VMK_OK The world was awoken.
* \retval VMK_NOT_FOUND The world was not found to need wakeup.
* \retval VMK_INVALID_WORLD The world ID did not correspond to an
* existing world.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldForceWakeup(
vmk_WorldID worldID);
/*
***********************************************************************
* vmk_WorldSleep -- */ /**
*
* \ingroup Worlds
* \brief Wait for at least the amount of time given.
*
* \note This function may block.
*
* \note Very short delays may not result in the calling world
* blocking.
*
* \param[in] delayUs Duration to wait in microseconds.
*
* \retval VMK_OK Awakened after at least the specified
* delay.
* \retval VMK_DEATH_PENDING Awakened because the world is dying
* and being reaped by the scheduler.
* The entire delay may not have passed.
* \retval VMK_WAIT_INTERRUPTED Awakened for some other reason. The
* entire delay may not have passed.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldSleep(
vmk_uint64 delayUs);
/*
***********************************************************************
* vmk_WorldYield -- */ /**
*
* \ingroup Worlds
* \brief Invokes the scheduler, possibly descheduling the calling
* World in favor of another. The calling world continues to
* be runnable and may resume running at any time.
*
* \note This function may block.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldYield(
void);
/*
***********************************************************************
* vmk_WorldGetCPUMinMax -- */ /**
*
* \ingroup Worlds
* \brief Get the min/max CPU allocation in MHz for the running world.
*
* \note This function will not block.
* \param[out] min Minimum CPU allocation of the current running
* world in MHz.
* \param[out] max Maximum CPU allocation of the current running
* world in MHz.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldGetCPUMinMax(
vmk_uint32 *min,
vmk_uint32 *max);
/*
***********************************************************************
* vmk_WorldSetCPUMinMax -- */ /**
*
* \ingroup Worlds
* \brief Set the min/max CPU allocation in MHz for the running world
* \note The scheduling of the current world will change based on the
* input parameters.
*
* \note This function will not block.
*
* \param[in] min Minimum CPU allocation in MHz that will be
* guaranteed.
* \param[in] max Maximum CPU allocation in MHz that the world can
* use.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldSetCPUMinMax(
vmk_uint32 min,
vmk_uint32 max);
/*
***********************************************************************
* vmk_WorldsMax -- */ /**
*
* \ingroup Worlds
* \brief Returns the maximum possible number of worlds the system
* will support.
*
* \note This function will not block.
* \note This includes VMs and any other worlds that the system needs
* to execute.
*
***********************************************************************
*/
vmk_uint32 vmk_WorldsMax(void);
/*
***********************************************************************
* vmk_WorldWaitForDeath -- */ /**
*
* \ingroup Worlds
* \brief Waits until the specified world is no longer running.
*
* Note that holding an open world private storage handle on the
* target world (via the vmk_WorldStorageLookUp interface) will
* prevent the target world from dying, and will thus cause this
* call to deadlock with the target world. All such open handles
* on the target world must be released via vmk_WorldStorageRelease
* before calling this function.
*
* \note This function may block.
*
* \retval VMK_OK The requested world has died.
* \retval VMK_INVALID_WORLD The specified world was invalid. It
* may have already died.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldWaitForDeath(
vmk_WorldID worldID);
/*
***********************************************************************
* vmk_WorldInterruptSet -- */ /**
*
* \brief Sets an interrupt association for the specified world.
*
* Interrupts will be delivered to the same PCPU that this world is
* running on.
*
* \note This function will not block.
*
* \param[in] worldID ID of the world to set interrupt
* association for.
* \param[in] intrCookie Interrupt cookie previously retrieved via
* vmk_IntrRegister
*
* \retval VMK_OK The vector association has been set.
* \retval VMK_BAD_PARAM The specified vector is invalid.
* \retval VMK_LIMIT_EXCEEDED The specified vector cannot be added.
* \retval VMK_INVALID_WORLD The specified world id was invalid.
* \retval VMK_FAILURE The interrupt association cannot be set.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldInterruptSet(
vmk_WorldID worldID,
vmk_IntrCookie intrCookie);
/*
***********************************************************************
* vmk_WorldInterruptUnset -- */ /**
*
* \ingroup Worlds
* \brief Unsets an interrupt association for the specified world.
*
* \note This function will not block.
*
* \param[in] worldID ID of the world to unset interrupt
* association for.
* \param[in] intrCookie Interrupt cookie previously retrieved via
* vmk_IntrRegister
*
* \retval VMK_OK The interrupt association has been unset.
* \retval VMK_NOT_FOUND The interrupt is currently not associated
* with the world.
* \retval VMK_INVALID_WORLD The specified world id was invalid.
* \retval VMK_FAILURE The interrupt association cannot be unset.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldInterruptUnset(
vmk_WorldID worldID,
vmk_IntrCookie intrCookie);
/*
***********************************************************************
* vmk_WorldRelationAdd -- */ /**
*
* \brief Add a relationship between two worlds
*
* This interface should be used to give a hint to the scheduler that there is a
* communication flow from world A to world B. This is useful for multi-threaded
* producer-consumer implementations. World A would equal the producer and world
* B would equal the consumer. If both worlds can be a producer and consumer
* then the interface should be called twice.
* Establishing a relationship between worlds is an important performance
* optimization and should always be done for worlds that are part of a hot
* path.
*
* \note This function might block.
*
* \param[in] worldA ID of the world initiating the communication.
* \param[in] worldB ID of the world receiving the communication.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldRelationAdd(
vmk_WorldID worldA,
vmk_WorldID worldB);
/*
***********************************************************************
* vmk_WorldRelationRemove -- */ /**
*
* \brief Remove a relationship between two worlds
*
* The relationship must have previously been set through vmk_WorldRelationAdd.
*
* \note This function might block.
*
* \param[in] worldA ID of the world initiating the communication.
* \param[in] worldB ID of the world receiving the communication.
*
***********************************************************************
*/
VMK_ReturnStatus vmk_WorldRelationRemove(
vmk_WorldID worldA,
vmk_WorldID worldB);
#endif /* _VMKAPI_WORLD_H_ */
/** @} */
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