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