Chromium Code Reviews| Index: content/common/gamepad_seqlock.h |
| diff --git a/content/common/gamepad_seqlock.h b/content/common/gamepad_seqlock.h |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..a76eec7bfcaddafe1e265493196a0ca626b231f2 |
| --- /dev/null |
| +++ b/content/common/gamepad_seqlock.h |
| @@ -0,0 +1,78 @@ |
| +// Copyright (c) 2011 The Chromium Authors. All rights reserved. |
| +// Use of this source code is governed by a BSD-style license that can be |
| +// found in the LICENSE file. |
| + |
| +#ifndef CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
| +#define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
| + |
| +#include "base/atomicops.h" |
| +#include "base/threading/platform_thread.h" |
| + |
| +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
|
| + |
| +// This SeqLock handles only *one* writer and multiple readers. It may be |
| +// suitable for low-contention with relatively infrequent writes, and many |
| +// readers. See: |
| +// http://en.wikipedia.org/wiki/Seqlock |
| +// http://www.concurrencykit.org/doc/ck_sequence.html |
| +// This implementation is based on ck_sequence.h from http://concurrencykit.org. |
| +// |
| +// Currently, this is used in only one location. It may make sense to |
| +// generalize with a higher-level construct that owns both the lock and the |
| +// data buffer, if it is to be used more widely. |
| +// |
| +// You must be very careful not to operate on potentially inconsistent read |
| +// buffers. If the read must be retry'd, the data in the read buffer could |
| +// contain any random garbage. e.g., contained pointers might be |
| +// garbage, or indices could be out of range. Probably the only suitable thing |
| +// to do during the read loop is to make a copy of the data, and operate on it |
| +// only after the read was found to be consistent. |
| +class GamepadSeqLock { |
| + public: |
| + GamepadSeqLock() : sequence_(0) {} |
| + |
| + 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),
|
| + base::subtle::Atomic32 version; |
| + for (;;) { |
| + version = base::subtle::NoBarrier_Load(&sequence_); |
| + |
| + // If the counter is even, then the associated data might be in a |
| + // consistent state, so we can try to read. |
| + if ((version & 1) == 0) |
| + break; |
| + |
| + // Otherwise, the writer is in the middle of an update. Retry the read. |
| + base::PlatformThread::YieldCurrentThread(); |
| + } |
| + return version; |
| + } |
| + |
| + bool ReadRetry(base::subtle::Atomic32 version) { |
| + // If the sequence number was updated then a read should be re-attempted. |
| + // -- Load fence, read membarrier |
| + bool ret = base::subtle::Release_Load(&sequence_) != version; |
| + return ret; |
| + } |
| + |
| + void WriteBegin() { |
| + // Increment the sequence number to odd to indicate the beginning of a |
| + // write update. |
| + base::subtle::Barrier_AtomicIncrement(&sequence_, 1); |
| + // -- Store fence, write membarrier |
| + } |
| + |
| + void WriteEnd() { |
| + // Increment the sequence to an even number to indicate the completion of |
| + // a write update. |
| + // -- Store fence, write membarrier |
| + base::subtle::Barrier_AtomicIncrement(&sequence_, 1); |
| + } |
| + |
| + private: |
| + base::subtle::Atomic32 sequence_; |
| + DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); |
| +}; |
| + |
| +} // namespace gamepad |
| + |
| +#endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |