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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 #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/basictypes.h" | 9 #include "base/threading/platform_thread.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 namespace internal { | 14 // This SeqLock handles only *one* writer and multiple readers. It may be |
15 | 15 // suitable for low-contention with relatively infrequent writes, and many |
16 class CONTENT_EXPORT GamepadSeqLockBase { | 16 // readers. See: |
17 protected: | 17 // http://en.wikipedia.org/wiki/Seqlock |
18 static const size_t kEntries = 2; | 18 // http://www.concurrencykit.org/doc/ck_sequence.html |
19 typedef base::subtle::Atomic32 Atomic32; | 19 // This implementation is based on ck_sequence.h from http://concurrencykit.org. |
20 struct BaseEntry { | 20 // |
21 Atomic32 sequence_; | 21 // Currently, this is used in only one location. It may make sense to |
22 // Both writer and readers work with the array concurrently, | 22 // generalize with a higher-level construct that owns both the lock and the |
23 // so it must be accessed with atomic operations. | 23 // data buffer, if it is to be used more widely. |
24 Atomic32 data_[1]; | 24 // |
25 }; | 25 // You must be very careful not to operate on potentially inconsistent read |
26 | 26 // buffers. If the read must be retry'd, the data in the read buffer could |
27 GamepadSeqLockBase(BaseEntry* entries, size_t size); | 27 // contain any random garbage. e.g., contained pointers might be |
28 void ReadTo(Atomic32* obj); | 28 // garbage, or indices could be out of range. Probably the only suitable thing |
29 void Write(const Atomic32* obj); | 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: |
| 33 GamepadSeqLock(); |
| 34 base::subtle::Atomic32 ReadBegin(); |
| 35 bool ReadRetry(base::subtle::Atomic32 version); |
| 36 void WriteBegin(); |
| 37 void WriteEnd(); |
30 | 38 |
31 private: | 39 private: |
32 const size_t size_; | 40 base::subtle::Atomic32 sequence_; |
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]; | |
79 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); | 41 DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock); |
80 }; | 42 }; |
81 | 43 |
82 } // namespace content | 44 } // namespace content |
83 | 45 |
84 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ | 46 #endif // CONTENT_COMMON_GAMEPAD_SEQLOCK_H_ |
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