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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: review fixes, some renaming 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 content {
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();
33 base::subtle::Atomic32 ReadBegin();
34 bool ReadRetry(base::subtle::Atomic32 version);
35 void WriteBegin();
36 void WriteEnd();
37
38 private:
39 base::subtle::Atomic32 sequence_;
40 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock);
41 };
42
43 } // namespace content
44
45 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
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