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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 #include "content/common/gamepad_seqlock.h" | 5 #include "content/common/gamepad_seqlock.h" |
| 6 | 6 |
| 7 namespace content { | 7 namespace content { |
| 8 namespace internal { | |
| 8 | 9 |
| 9 GamepadSeqLock::GamepadSeqLock() | 10 GamepadSeqLockBase::GamepadSeqLockBase(Entry* entries, size_t size) |
| 10 : sequence_(0) { | 11 : size_(size) |
| 12 , current_(0) { | |
| 13 const size_t entSize = sizeof(Entry) + sizeof(Atomic32) * size; | |
| 14 memset(entries, 0, kEntries * entSize); | |
| 15 for (size_t i = 0; i < kEntries; ++i) | |
| 16 entries_[i] = (Entry*)((char*)entries + i * entSize); | |
|
jbates
2012/02/17 23:29:52
guidelines prohibit c-style casts I think.
dvyukov
2012/02/21 15:18:04
Done.
| |
| 11 } | 17 } |
| 12 | 18 |
| 13 base::subtle::Atomic32 GamepadSeqLock::ReadBegin() { | 19 // The algorithm works as follows. |
| 14 base::subtle::Atomic32 version; | 20 // The SeqLock contains 2 user objects - a current and a non-current. |
| 21 // The object roles can be swapped by incrementing the current_ variable. | |
| 22 // Initially both objects are consistent, that is, their sequence_%2 == 0. | |
| 23 // A writer proceeds as follows. First, it marks the non-current object | |
| 24 // as inconsistent by incrementing it's sequence_ (the sequence_ becomes odd). | |
| 25 // Then it mutates the object. Then marks it as consistent by incrementing | |
| 26 // it's sequence_ once again (the sequence_ is even now). And finally swaps | |
| 27 // the object roles, that is, the object becomes current. | |
| 28 // Such disipline establishes an important property - the current object | |
| 29 // is always consistent and contains the most recent data. | |
| 30 // Readers proceed as follows. First, determine what is the current object, | |
| 31 // remember it's seqence, check that the sequence is even | |
| 32 // (the object is consistent), copy out the object, verify that | |
| 33 // the sequence is not changed. If any of the checks fail, a reader works | |
| 34 // with a non-current object (current object is always consistent), so it | |
| 35 // just retries from the beginning. Thus readers are completely lock-free, | |
| 36 // that is, a reader retries iff a writer has accomplished a write operation | |
| 37 // during reading (only constant sequence of writes can stall readers, | |
| 38 // a stalled writer can't block readers). | |
| 39 | |
| 40 void GamepadSeqLockBase::ReadTo(Atomic32* obj) { | |
| 41 using base::subtle::NoBarrier_Load; | |
| 42 using base::subtle::Acquire_Load; | |
| 43 using base::subtle::MemoryBarrier; | |
| 15 for (;;) { | 44 for (;;) { |
| 16 version = base::subtle::NoBarrier_Load(&sequence_); | 45 // Determine the current object. |
| 17 | 46 Atomic32 cur = Acquire_Load(¤t_); |
| 18 // If the counter is even, then the associated data might be in a | 47 Entry* ent = entries_[cur % kEntries]; |
| 19 // consistent state, so we can try to read. | 48 Atomic32 seq = Acquire_Load(&ent->sequence_); // membar #LoadLoad |
| 20 if ((version & 1) == 0) | 49 // If the counter is even, then the object is not already current, |
| 21 break; | 50 // no need to yield, just retry (the current object is consistent). |
| 22 | 51 if (seq % 2) |
| 23 // Otherwise, the writer is in the middle of an update. Retry the read. | 52 continue; |
| 24 base::PlatformThread::YieldCurrentThread(); | 53 // Copy out the entry. |
| 54 for (size_t i = 0; i < size_; ++i) | |
| 55 obj[i] = NoBarrier_Load(&ent->data_[i]); | |
| 56 MemoryBarrier(); // membar #LoadLoad | |
| 57 Atomic32 seq2 = NoBarrier_Load(&ent->sequence_); | |
| 58 // If the counter is changed, then we've read inconsistent data, | |
| 59 // no need to yield, just retry (the current object is consistent). | |
| 60 if (seq2 != seq) | |
| 61 continue; | |
| 62 break; | |
| 25 } | 63 } |
| 26 return version; | |
| 27 } | 64 } |
| 28 | 65 |
| 29 bool GamepadSeqLock::ReadRetry(base::subtle::Atomic32 version) { | 66 void GamepadSeqLockBase::Write(const Atomic32* obj) { |
| 30 // If the sequence number was updated then a read should be re-attempted. | 67 using base::subtle::NoBarrier_Store; |
| 31 // -- Load fence, read membarrier | 68 using base::subtle::Release_Store; |
| 32 return base::subtle::Release_Load(&sequence_) != version; | 69 using base::subtle::MemoryBarrier; |
| 70 // Get the non current object... | |
| 71 Entry* ent = entries_[(current_ + 1) % kEntries]; | |
| 72 // ... and mark it as inconsistent. | |
| 73 NoBarrier_Store(&ent->sequence_, ent->sequence_ + 1); | |
| 74 MemoryBarrier(); // membar #StoreStore | |
| 75 // Copy in the entry. | |
| 76 for (size_t i = 0; i < size_; ++i) | |
| 77 NoBarrier_Store(&ent->data_[i], obj[i]); | |
| 78 // Mark the object as consistent again. | |
| 79 Release_Store(&ent->sequence_, ent->sequence_ + 1); // membar #StoreStore | |
| 80 // Switch the current object. | |
| 81 Release_Store(¤t_, current_ + 1); | |
| 33 } | 82 } |
| 34 | 83 |
| 35 void GamepadSeqLock::WriteBegin() { | 84 } // namespace internal |
| 36 // Increment the sequence number to odd to indicate the beginning of a write | 85 } // namespace content |
| 37 // update. | |
| 38 base::subtle::Barrier_AtomicIncrement(&sequence_, 1); | |
| 39 // -- Store fence, write membarrier | |
| 40 } | |
| 41 | |
| 42 void GamepadSeqLock::WriteEnd() { | |
| 43 // Increment the sequence to an even number to indicate the completion of | |
| 44 // a write update. | |
| 45 // -- Store fence, write membarrier | |
| 46 base::subtle::Barrier_AtomicIncrement(&sequence_, 1); | |
| 47 } | |
| 48 | |
| 49 } // namespace content | |
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