replay: do not build if TCG is not available
this fixes non-TCG builds broken recently by replay reverse debugging.
Stub the needed functions in stub/, splitting roughly between functions
needed only by system emulation, by system emulation and tools,
and by everyone. This includes duplicating some code in replay/, and
puts the logic for non-replay related events in the replay/ module (+
the stubs), so this should be revisited in the future.
Surprisingly, only _one_ qtest was affected by this, ide-test.c, which
resulted in a buzz as the bh events were never delivered, and the bh
never executed.
Many other subsystems _should_ have been affected.
This fixes the immediate issue, however a better way to group replay
functionality to TCG-only code could be developed in the long term.
Signed-off-by: Claudio Fontana <cfontana@suse.de>
Message-Id: <20201013192123.22632-4-cfontana@suse.de>
Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
2020-10-13 19:21:23 +00:00
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#include "qemu/osdep.h"
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#include "sysemu/replay.h"
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#include "block/aio.h"
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bool replay_events_enabled(void)
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{
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return false;
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}
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2022-07-04 07:58:32 +00:00
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int64_t replay_save_clock(ReplayClockKind kind,
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int64_t clock, int64_t raw_icount)
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replay: do not build if TCG is not available
this fixes non-TCG builds broken recently by replay reverse debugging.
Stub the needed functions in stub/, splitting roughly between functions
needed only by system emulation, by system emulation and tools,
and by everyone. This includes duplicating some code in replay/, and
puts the logic for non-replay related events in the replay/ module (+
the stubs), so this should be revisited in the future.
Surprisingly, only _one_ qtest was affected by this, ide-test.c, which
resulted in a buzz as the bh events were never delivered, and the bh
never executed.
Many other subsystems _should_ have been affected.
This fixes the immediate issue, however a better way to group replay
functionality to TCG-only code could be developed in the long term.
Signed-off-by: Claudio Fontana <cfontana@suse.de>
Message-Id: <20201013192123.22632-4-cfontana@suse.de>
Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
2020-10-13 19:21:23 +00:00
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{
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abort();
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return 0;
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}
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2022-07-04 07:58:32 +00:00
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int64_t replay_read_clock(ReplayClockKind kind, int64_t raw_icount)
|
replay: do not build if TCG is not available
this fixes non-TCG builds broken recently by replay reverse debugging.
Stub the needed functions in stub/, splitting roughly between functions
needed only by system emulation, by system emulation and tools,
and by everyone. This includes duplicating some code in replay/, and
puts the logic for non-replay related events in the replay/ module (+
the stubs), so this should be revisited in the future.
Surprisingly, only _one_ qtest was affected by this, ide-test.c, which
resulted in a buzz as the bh events were never delivered, and the bh
never executed.
Many other subsystems _should_ have been affected.
This fixes the immediate issue, however a better way to group replay
functionality to TCG-only code could be developed in the long term.
Signed-off-by: Claudio Fontana <cfontana@suse.de>
Message-Id: <20201013192123.22632-4-cfontana@suse.de>
Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
2020-10-13 19:21:23 +00:00
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{
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abort();
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return 0;
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}
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uint64_t replay_get_current_icount(void)
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{
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return 0;
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}
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void replay_bh_schedule_event(QEMUBH *bh)
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{
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qemu_bh_schedule(bh);
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}
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void replay_bh_schedule_oneshot_event(AioContext *ctx,
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QEMUBHFunc *cb, void *opaque)
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{
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aio_bh_schedule_oneshot(ctx, cb, opaque);
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}
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bool replay_checkpoint(ReplayCheckpoint checkpoint)
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{
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return true;
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}
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void replay_mutex_lock(void)
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{
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}
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void replay_mutex_unlock(void)
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{
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}
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2022-07-04 07:58:32 +00:00
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void replay_register_char_driver(struct Chardev *chr)
|
replay: do not build if TCG is not available
this fixes non-TCG builds broken recently by replay reverse debugging.
Stub the needed functions in stub/, splitting roughly between functions
needed only by system emulation, by system emulation and tools,
and by everyone. This includes duplicating some code in replay/, and
puts the logic for non-replay related events in the replay/ module (+
the stubs), so this should be revisited in the future.
Surprisingly, only _one_ qtest was affected by this, ide-test.c, which
resulted in a buzz as the bh events were never delivered, and the bh
never executed.
Many other subsystems _should_ have been affected.
This fixes the immediate issue, however a better way to group replay
functionality to TCG-only code could be developed in the long term.
Signed-off-by: Claudio Fontana <cfontana@suse.de>
Message-Id: <20201013192123.22632-4-cfontana@suse.de>
Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
2020-10-13 19:21:23 +00:00
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{
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}
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2022-09-11 18:18:37 +00:00
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void replay_chr_be_write(struct Chardev *s, const uint8_t *buf, int len)
|
replay: do not build if TCG is not available
this fixes non-TCG builds broken recently by replay reverse debugging.
Stub the needed functions in stub/, splitting roughly between functions
needed only by system emulation, by system emulation and tools,
and by everyone. This includes duplicating some code in replay/, and
puts the logic for non-replay related events in the replay/ module (+
the stubs), so this should be revisited in the future.
Surprisingly, only _one_ qtest was affected by this, ide-test.c, which
resulted in a buzz as the bh events were never delivered, and the bh
never executed.
Many other subsystems _should_ have been affected.
This fixes the immediate issue, however a better way to group replay
functionality to TCG-only code could be developed in the long term.
Signed-off-by: Claudio Fontana <cfontana@suse.de>
Message-Id: <20201013192123.22632-4-cfontana@suse.de>
Signed-off-by: Paolo Bonzini <pbonzini@redhat.com>
2020-10-13 19:21:23 +00:00
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{
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abort();
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}
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void replay_char_write_event_save(int res, int offset)
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{
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abort();
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}
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void replay_char_write_event_load(int *res, int *offset)
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{
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abort();
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}
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int replay_char_read_all_load(uint8_t *buf)
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{
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abort();
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}
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void replay_char_read_all_save_error(int res)
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{
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abort();
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}
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void replay_char_read_all_save_buf(uint8_t *buf, int offset)
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{
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abort();
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}
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