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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. | 1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. |
2 // Use of this source code is governed by a BSD-style license that can be | 2 // Use of this source code is governed by a BSD-style license that can be |
3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
4 | 4 |
5 #ifndef CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ | 5 #ifndef CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ |
6 #define CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ | 6 #define CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ |
7 | 7 |
8 #include "base/atomicops.h" | 8 #include "content/common/gamepad_seqlock.h" |
9 #include "third_party/WebKit/Source/WebKit/chromium/public/WebGamepads.h" | 9 #include "third_party/WebKit/Source/WebKit/chromium/public/WebGamepads.h" |
10 | 10 |
11 namespace gamepad { | 11 namespace gamepad { |
12 | 12 |
13 /* | 13 /* |
14 | 14 |
15 This structure is stored in shared memory that's shared between the browser | 15 This structure is stored in shared memory that's shared between the browser |
16 which does the hardware polling, and the various consumers of the gamepad | 16 which does the hardware polling, and the various consumers of the gamepad |
17 state (renderers and NaCl plugins). The performance characteristics are that | 17 state (renderers and NaCl plugins). The performance characteristics are that |
18 we want low latency (so would like to avoid explicit communication via IPC | 18 we want low latency (so would like to avoid explicit communication via IPC |
19 between producer and consumer) and relatively large data size. | 19 between producer and consumer) and relatively large data size. |
20 | 20 |
21 Writer and reader operate on the same buffer assuming contention is low, and | 21 Writer and reader operate on the same buffer assuming contention is low, and |
22 start_marker and end_marker are used to detect inconsistent reads. | 22 contention is detected by using the associated SeqLock. |
23 | |
24 The writer atomically increments the start_marker counter before starting, | |
25 then fills in the gamepad data, then increments end_marker to the same value | |
26 as start_marker. The readers first reads end_marker, then the the data and | |
27 then start_marker, and if the reader finds that the start and end markers were | |
28 different, then it must retry as the buffer was updated while being read. | |
29 | |
30 There is a requirement for memory barriers between the accesses to the markers | |
31 and the main data to ensure that both the reader and write see a consistent | |
32 view of those values. In the current implementation, the writer uses an | |
33 Barrier_AtomicIncrement for the counter, and the reader uses an Acquire_Load. | |
34 | 23 |
35 */ | 24 */ |
36 | 25 |
37 struct GamepadHardwareBuffer { | 26 struct GamepadHardwareBuffer { |
38 base::subtle::Atomic32 start_marker; | 27 GamepadSeqLock sequence; |
39 WebKit::WebGamepads buffer; | 28 WebKit::WebGamepads buffer; |
40 base::subtle::Atomic32 end_marker; | |
41 }; | 29 }; |
42 | 30 |
43 } | 31 } |
44 | 32 |
45 #endif // CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ | 33 #endif // CONTENT_COMMON_GAMEPAD_HARDWARE_BUFFER_H_ |
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