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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 | |
3 // found in the LICENSE file. | |
4 | |
5 #ifndef CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ | |
6 #define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ | |
7 | |
8 #include "base/atomicops.h" | |
9 #include "base/threading/platform_thread.h" | |
10 | |
11 namespace gamepad { | |
darin (slow to review)
2011/11/30 18:34:37
I think we probably want new code in the content/
scottmg
2011/11/30 19:43:31
Phew, that turned out to be a lot of places (not c
| |
12 | |
13 // This SeqLock handles only *one* writer and multiple readers. It may be | |
14 // suitable for low-contention with relatively infrequent writes, and many | |
15 // readers. See: | |
16 // http://en.wikipedia.org/wiki/Seqlock | |
17 // http://www.concurrencykit.org/doc/ck_sequence.html | |
18 // This implementation is based on ck_sequence.h from http://concurrencykit.org. | |
19 // | |
20 // Currently, this is used in only one location. It may make sense to | |
21 // generalize with a higher-level construct that owns both the lock and the | |
22 // data buffer, if it is to be used more widely. | |
23 // | |
24 // You must be very careful not to operate on potentially inconsistent read | |
25 // buffers. If the read must be retry'd, the data in the read buffer could | |
26 // contain any random garbage. e.g., contained pointers might be | |
27 // garbage, or indices could be out of range. Probably the only suitable thing | |
28 // to do during the read loop is to make a copy of the data, and operate on it | |
29 // only after the read was found to be consistent. | |
30 class GamepadSeqLock { | |
31 public: | |
32 GamepadSeqLock() : sequence_(0) {} | |
33 | |
34 base::subtle::Atomic32 ReadBegin() { | |
darin (slow to review)
2011/11/30 18:34:37
why inline these functions?
scottmg
2011/11/30 19:43:31
4/5 seemed trivial enough (other than ReadBegin),
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35 base::subtle::Atomic32 version; | |
36 for (;;) { | |
37 version = base::subtle::NoBarrier_Load(&sequence_); | |
38 | |
39 // If the counter is even, then the associated data might be in a | |
40 // consistent state, so we can try to read. | |
41 if ((version & 1) == 0) | |
42 break; | |
43 | |
44 // Otherwise, the writer is in the middle of an update. Retry the read. | |
45 base::PlatformThread::YieldCurrentThread(); | |
46 } | |
47 return version; | |
48 } | |
49 | |
50 bool ReadRetry(base::subtle::Atomic32 version) { | |
51 // If the sequence number was updated then a read should be re-attempted. | |
52 // -- Load fence, read membarrier | |
53 bool ret = base::subtle::Release_Load(&sequence_) != version; | |
54 return ret; | |
55 } | |
56 | |
57 void WriteBegin() { | |
58 // Increment the sequence number to odd to indicate the beginning of a | |
59 // write update. | |
60 base::subtle::Barrier_AtomicIncrement(&sequence_, 1); | |
61 // -- Store fence, write membarrier | |
62 } | |
63 | |
64 void WriteEnd() { | |
65 // Increment the sequence to an even number to indicate the completion of | |
66 // a write update. | |
67 // -- Store fence, write membarrier | |
68 base::subtle::Barrier_AtomicIncrement(&sequence_, 1); | |
69 } | |
70 | |
71 private: | |
72 base::subtle::Atomic32 sequence_; | |
73 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); | |
74 }; | |
75 | |
76 } // namespace gamepad | |
77 | |
78 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ | |
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