Index: content/common/gamepad_seqlock.h |
diff --git a/content/common/gamepad_seqlock.h b/content/common/gamepad_seqlock.h |
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+++ b/content/common/gamepad_seqlock.h |
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+// 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_ |