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Side by Side Diff: content/common/gamepad_seqlock.h

Issue 8689011: Renderer reading side of gamepad (Closed) Base URL: http://git.chromium.org/chromium/src.git@master
Patch Set: move seqlock to gamepad-specific, improve description Created 9 years ago
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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),
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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