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Unified Diff: content/common/gamepad_seqlock.cc

Issue 10785024: Revert 146792 - Lock-free GamepadSeqLock (try 2) (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src/
Patch Set: Created 8 years, 5 months ago
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Index: content/common/gamepad_seqlock.cc
===================================================================
--- content/common/gamepad_seqlock.cc (revision 146895)
+++ content/common/gamepad_seqlock.cc (working copy)
@@ -1,87 +1,49 @@
-// Copyright (c) 2012 The Chromium Authors. All rights reserved.
+// Copyright (c) 2011 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "content/common/gamepad_seqlock.h"
namespace content {
-namespace internal {
-GamepadSeqLockBase::GamepadSeqLockBase(BaseEntry* entries, size_t size)
- : size_(size)
- , current_(0) {
- const size_t ent_size = sizeof(BaseEntry) + sizeof(Atomic32) * size;
- memset(entries, 0, kEntries * ent_size);
- for (size_t i = 0; i < kEntries; ++i) {
- entries_[i] = reinterpret_cast<BaseEntry*>
- (reinterpret_cast<char*>(entries) + i * ent_size);
- }
+GamepadSeqLock::GamepadSeqLock()
+ : sequence_(0) {
}
-// The algorithm works as follows.
-// The SeqLock contains 2 user objects - a current and a non-current.
-// The object roles can be swapped by incrementing the current_ variable.
-// Initially both objects are consistent, that is, their sequence_%2 == 0.
-// A writer proceeds as follows. First, it marks the non-current object
-// as inconsistent by incrementing it's sequence_ (the sequence_ becomes odd).
-// Then it mutates the object. Then marks it as consistent by incrementing
-// it's sequence_ once again (the sequence_ is even now). And finally swaps
-// the object roles, that is, the object becomes current.
-// Such disipline establishes an important property - the current object
-// is always consistent and contains the most recent data.
-// Readers proceed as follows. First, determine what is the current object,
-// remember it's seqence, check that the sequence is even
-// (the object is consistent), copy out the object, verify that
-// the sequence is not changed. If any of the checks fail, a reader works
-// with a non-current object (current object is always consistent), so it
-// just retries from the beginning. Thus readers are completely lock-free,
-// that is, a reader retries iff a writer has accomplished a write operation
-// during reading (only constant sequence of writes can stall readers,
-// a stalled writer can't block readers).
-
-void GamepadSeqLockBase::ReadTo(Atomic32* obj) {
- using base::subtle::NoBarrier_Load;
- using base::subtle::Acquire_Load;
- using base::subtle::MemoryBarrier;
+base::subtle::Atomic32 GamepadSeqLock::ReadBegin() {
+ base::subtle::Atomic32 version;
for (;;) {
- // Determine the current object.
- Atomic32 cur = Acquire_Load(&current_);
- BaseEntry* ent = entries_[cur % kEntries];
- Atomic32 seq = Acquire_Load(&ent->sequence_); // membar #LoadLoad
- // If the counter is even, then the object is not already current,
- // no need to yield, just retry (the current object is consistent).
- if (seq % 2)
- continue;
- // Copy out the entry.
- for (size_t i = 0; i < size_; ++i)
- obj[i] = NoBarrier_Load(&ent->data_[i]);
- MemoryBarrier(); // membar #LoadLoad
- Atomic32 seq2 = NoBarrier_Load(&ent->sequence_);
- // If the counter is changed, then we've read inconsistent data,
- // no need to yield, just retry (the current object is consistent).
- if (seq2 != seq)
- continue;
- break;
+ version = base::subtle::NoBarrier_Load(&sequence_);
+
+ // If the counter is even, then the associated data might be in a
+ // consistent state, so we can try to read.
+ if ((version & 1) == 0)
+ break;
+
+ // Otherwise, the writer is in the middle of an update. Retry the read.
+ base::PlatformThread::YieldCurrentThread();
}
+ return version;
}
-void GamepadSeqLockBase::Write(const Atomic32* obj) {
- using base::subtle::NoBarrier_Store;
- using base::subtle::Release_Store;
- using base::subtle::MemoryBarrier;
- // Get the non current object...
- BaseEntry* ent = entries_[(current_ + 1) % kEntries];
- // ... and mark it as inconsistent.
- NoBarrier_Store(&ent->sequence_, ent->sequence_ + 1);
- MemoryBarrier(); // membar #StoreStore
- // Copy in the entry.
- for (size_t i = 0; i < size_; ++i)
- NoBarrier_Store(&ent->data_[i], obj[i]);
- // Mark the object as consistent again.
- Release_Store(&ent->sequence_, ent->sequence_ + 1); // membar #StoreStore
- // Switch the current object.
- Release_Store(&current_, current_ + 1);
+bool GamepadSeqLock::ReadRetry(base::subtle::Atomic32 version) {
+ // If the sequence number was updated then a read should be re-attempted.
+ // -- Load fence, read membarrier
+ return base::subtle::Release_Load(&sequence_) != version;
}
-} // namespace internal
-} // namespace content
+void GamepadSeqLock::WriteBegin() {
+ // Increment the sequence number to odd to indicate the beginning of a write
+ // update.
+ base::subtle::Barrier_AtomicIncrement(&sequence_, 1);
+ // -- Store fence, write membarrier
+}
+
+void GamepadSeqLock::WriteEnd() {
+ // Increment the sequence to an even number to indicate the completion of
+ // a write update.
+ // -- Store fence, write membarrier
+ base::subtle::Barrier_AtomicIncrement(&sequence_, 1);
+}
+
+} // namespace content
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