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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" | 9 #include "base/basictypes.h" |
10 #include "content/common/content_export.h" | 10 #include "content/common/content_export.h" |
11 | 11 |
12 namespace content { | 12 namespace content { |
13 | 13 |
14 // This SeqLock handles only *one* writer and multiple readers. It may be | 14 namespace internal { |
15 // suitable for low-contention with relatively infrequent writes, and many | 15 |
16 // readers. See: | 16 class CONTENT_EXPORT GamepadSeqLockBase { |
17 // http://en.wikipedia.org/wiki/Seqlock | 17 protected: |
18 // http://www.concurrencykit.org/doc/ck_sequence.html | 18 static const size_t kEntries = 2; |
19 // This implementation is based on ck_sequence.h from http://concurrencykit.org. | 19 typedef base::subtle::Atomic32 Atomic32; |
20 // | 20 struct BaseEntry { |
21 // Currently, this is used in only one location. It may make sense to | 21 Atomic32 sequence_; |
22 // generalize with a higher-level construct that owns both the lock and the | 22 // Both writer and readers work with the array concurrently, |
23 // data buffer, if it is to be used more widely. | 23 // so it must be accessed with atomic operations. |
24 // | 24 Atomic32 data_[1]; |
25 // You must be very careful not to operate on potentially inconsistent read | 25 }; |
26 // buffers. If the read must be retry'd, the data in the read buffer could | 26 |
27 // contain any random garbage. e.g., contained pointers might be | 27 GamepadSeqLockBase(BaseEntry* entries, size_t size); |
28 // garbage, or indices could be out of range. Probably the only suitable thing | 28 void ReadTo(Atomic32* obj); |
29 // to do during the read loop is to make a copy of the data, and operate on it | 29 void Write(const Atomic32* obj); |
30 // only after the read was found to be consistent. | |
31 class CONTENT_EXPORT GamepadSeqLock { | |
32 public: | |
33 GamepadSeqLock(); | |
34 base::subtle::Atomic32 ReadBegin(); | |
35 bool ReadRetry(base::subtle::Atomic32 version); | |
36 void WriteBegin(); | |
37 void WriteEnd(); | |
38 | 30 |
39 private: | 31 private: |
40 base::subtle::Atomic32 sequence_; | 32 const size_t size_; |
| 33 Atomic32 current_; |
| 34 BaseEntry* entries_[kEntries]; |
| 35 }; |
| 36 |
| 37 } // namespace internal |
| 38 |
| 39 // This SeqLock handles only *one* writer and multiple readers. It may be |
| 40 // suitable for high read frequency scenarios and is especially useful in shared |
| 41 // memory environment. See for the basic idea: |
| 42 // http://en.wikipedia.org/wiki/Seqlock |
| 43 // However, this implementation is an improved lock-free variant. |
| 44 // The SeqLock can hold only POD fully-embed data (no pointers |
| 45 // to satellite data), copies are done with memcpy. |
| 46 template<typename T> |
| 47 class GamepadSeqLock : public internal::GamepadSeqLockBase { |
| 48 public: |
| 49 GamepadSeqLock() |
| 50 : internal::GamepadSeqLockBase(entries_, kSize) { |
| 51 } |
| 52 |
| 53 // May be called concurrently with ReadTo and Write. |
| 54 // - If ReadTo occurs in the middle of Write (on another thread), |
| 55 // ReadTo gets the old data (not the new data being written |
| 56 // by the other thread). |
| 57 // - ReadTo never spins unless the writer thread is calling Write |
| 58 // multiple times before ReadTo completes. |
| 59 void ReadTo(T* obj) { |
| 60 // Breaks strict-aliasing rules. |
| 61 Base::ReadTo(reinterpret_cast<Atomic32*>(obj)); |
| 62 } |
| 63 |
| 64 // Must be called by a single thread at a time. May be called concurrently |
| 65 // with ReadTo. |
| 66 void Write(const T& obj) { |
| 67 // Breaks strict-aliasing rules. |
| 68 Base::Write(reinterpret_cast<const Atomic32*>(&obj)); |
| 69 } |
| 70 |
| 71 private: |
| 72 typedef internal::GamepadSeqLockBase Base; |
| 73 COMPILE_ASSERT(sizeof(T) % sizeof(Atomic32) == 0, bad_object_size); |
| 74 static size_t const kSize = sizeof(T) / sizeof(Atomic32); |
| 75 struct Entry : Base::BaseEntry { |
| 76 Atomic32 data_[kSize]; |
| 77 }; |
| 78 Entry entries_[kEntries]; |
41 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); | 79 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); |
42 }; | 80 }; |
43 | 81 |
44 } // namespace content | 82 } // namespace content |
45 | 83 |
46 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ | 84 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
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