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

Issue 8772004: Improve GamepadSeqLock impl Base URL: http://src.chromium.org/svn/trunk/src/
Patch Set: '' Created 9 years ago
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1 // Copyright (c) 2011 The Chromium Authors. All rights reserved. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #ifndef CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ 5 #ifndef CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
6 #define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ 6 #define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
7 7
8 #include "base/atomicops.h" 8 #include "base/atomicops.h"
9 #include "base/threading/platform_thread.h"
10 #include "content/common/content_export.h"
11 9
12 namespace content { 10 namespace content {
13 11
14 // This SeqLock handles only *one* writer and multiple readers. It may be 12 // This SeqLock handles only *one* writer and multiple readers. It may be
15 // suitable for low-contention with relatively infrequent writes, and many 13 // suitable for high read frequency scenarios and is especially useful in shared
16 // readers. See: 14 // memory environment. See for the basic idea:
17 // http://en.wikipedia.org/wiki/Seqlock 15 // http://en.wikipedia.org/wiki/Seqlock
18 // http://www.concurrencykit.org/doc/ck_sequence.html 16 // However, this implementation is an improved lock-free variant.
19 // This implementation is based on ck_sequence.h from http://concurrencykit.org. 17 // The SeqLock can hold only POD fully-embed data (no pointers
20 // 18 // to satellite data), copies are done with memcpy.
21 // Currently, this is used in only one location. It may make sense to 19 template<typename T>
22 // generalize with a higher-level construct that owns both the lock and the 20 class GamepadSeqLock {
23 // data buffer, if it is to be used more widely.
24 //
25 // You must be very careful not to operate on potentially inconsistent read
26 // buffers. If the read must be retry'd, the data in the read buffer could
27 // contain any random garbage. e.g., contained pointers might be
28 // garbage, or indices could be out of range. Probably the only suitable thing
29 // to do during the read loop is to make a copy of the data, and operate on it
30 // only after the read was found to be consistent.
31 class CONTENT_EXPORT GamepadSeqLock {
32 public: 21 public:
33 GamepadSeqLock(); 22 GamepadSeqLock();
34 base::subtle::Atomic32 ReadBegin(); 23 void ReadTo(T* obj);
35 bool ReadRetry(base::subtle::Atomic32 version); 24 void Write(T const& obj);
36 void WriteBegin();
37 void WriteEnd();
38 25
39 private: 26 private:
40 base::subtle::Atomic32 sequence_; 27 typedef base::subtle::Atomic32 Atomic32;
28 typedef char static_assert_size[sizeof(T) % sizeof(Atomic32) ? -1 : 1];
29 static size_t const kSize = sizeof(T) / sizeof(Atomic32);
30 static size_t const kEntries = 2;
31 struct Entry {
32 Atomic32 sequence_;
33 // Both writer and readers work with the array concurrently,
34 // so it must be accessed with atomic operations.
35 Atomic32 data_[kSize];
36 };
37 Atomic32 current_;
38 Entry entries_[kEntries];
41 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); 39 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock);
42 }; 40 };
43 41
42 template<typename T>
43 GamepadSeqLock<T>::GamepadSeqLock()
44 : current_(0) {
45 memset(entries_, 0, sizeof(entries_));
46 }
47
48 // The algorithm works as follows.
49 // The SeqLock contains 2 user objects - a current and a non-current.
50 // The object roles can be swapped by incrementing the current_ variable.
51 // Initially both objects are consistent, that is, their sequence_%2 == 0.
52 // A writer proceeds as follows. First, it marks the non-current object
53 // as inconsistent by incrementing it's sequence_ (the sequence_ becomes odd).
54 // Then it mutates the object. Then marks it as consistent by incrementing
55 // it's sequence_ once again (the sequence_ is even now). And finally swaps
56 // the object roles, that is, the object becomes current.
57 // Such disipline establishes an important property - the current object
58 // is always consistent and contains the most recent data.
59 // Readers proceed as follows. First, determine what is the current object,
60 // remember it's seqence, check that the sequence is even
61 // (the object is consistent), copy out the object, verify that
62 // the sequence is not changed. If any of the checks fail, a reader works
63 // with a non-current object (current object is always consistent), so it
64 // just retries from the beginning. Thus readers are completely lock-free,
65 // that is, a reader retries iff a writer has accomplished a write operation
66 // during reading (only constant sequence of writes can stall readers,
67 // a stalled writer can't block readers).
68
69 template<typename T>
70 void GamepadSeqLock<T>::ReadTo(T* obj) {
darin (slow to review) 2011/12/08 22:10:48 nit: Can't this be a non-template helper function
dvyukov 2011/12/13 13:46:20 Done.
71 using base::subtle::NoBarrier_Load;
72 using base::subtle::Acquire_Load;
73 using base::subtle::MemoryBarrier;
74 for (;;) {
75 // Determine the current object.
76 Atomic32 cur = Acquire_Load(&current_);
77 Entry* ent = &entries_[cur % kEntries];
78 Atomic32 seq = Acquire_Load(&ent->sequence_); // membar #LoadLoad
79 // If the counter is even, then the object is not already current,
80 // no need to yield, just retry (the current object is consistent).
81 if (seq % 2)
82 continue;
83 // Breaks strict-aliasing rules.
84 Atomic32* dst = reinterpret_cast<Atomic32*>(obj);
85 // Copy out the entry.
86 for (size_t i = 0; i < kSize; ++i)
87 dst[i] = NoBarrier_Load(&ent->data_[i]);
88 MemoryBarrier(); // membar #LoadLoad
89 Atomic32 seq2 = NoBarrier_Load(&ent->sequence_);
90 // If the counter is changed, then we've read inconsistent data,
91 // no need to yield, just retry (the current object is consistent).
92 if (seq2 != seq)
93 continue;
94 break;
95 }
96 }
97
98 template<typename T>
99 void GamepadSeqLock<T>::Write(T const& obj) {
darin (slow to review) 2011/12/08 22:10:48 Ditto.
dvyukov 2011/12/13 13:46:20 Done.
100 using base::subtle::NoBarrier_Store;
101 using base::subtle::Release_Store;
102 using base::subtle::MemoryBarrier;
103 // Get the non current object...
104 Entry* ent = &entries_[(current_ + 1) % kEntries];
105 // ... and mark it as inconsistent.
106 NoBarrier_Store(&ent->sequence_, ent->sequence_ + 1);
107 MemoryBarrier(); // membar #StoreStore
108 // Breaks strict-aliasing rules.
109 Atomic32 const* src = reinterpret_cast<Atomic32 const*>(&obj);
110 // Copy in the entry.
111 for (size_t i = 0; i < kSize; ++i)
112 NoBarrier_Store(&ent->data_[i], src[i]);
113 // Mark the object as consistent again.
114 Release_Store(&ent->sequence_, ent->sequence_ + 1); // membar #StoreStore
115 // Switch the current object.
116 Release_Store(&current_, current_ + 1);
117 }
118
44 } // namespace content 119 } // namespace content
45 120
46 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ 121 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
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