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Unified Diff: content/common/gamepad_seqlock.h

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.h
===================================================================
--- content/common/gamepad_seqlock.h (revision 146895)
+++ content/common/gamepad_seqlock.h (working copy)
@@ -1,4 +1,4 @@
-// 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.
@@ -6,76 +6,38 @@
#define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
#include "base/atomicops.h"
-#include "base/basictypes.h"
+#include "base/threading/platform_thread.h"
#include "content/common/content_export.h"
namespace content {
-namespace internal {
-
-class CONTENT_EXPORT GamepadSeqLockBase {
- protected:
- static const size_t kEntries = 2;
- typedef base::subtle::Atomic32 Atomic32;
- struct BaseEntry {
- Atomic32 sequence_;
- // Both writer and readers work with the array concurrently,
- // so it must be accessed with atomic operations.
- Atomic32 data_[1];
- };
-
- GamepadSeqLockBase(BaseEntry* entries, size_t size);
- void ReadTo(Atomic32* obj);
- void Write(const Atomic32* obj);
-
- private:
- const size_t size_;
- Atomic32 current_;
- BaseEntry* entries_[kEntries];
-};
-
-} // namespace internal
-
// This SeqLock handles only *one* writer and multiple readers. It may be
-// suitable for high read frequency scenarios and is especially useful in shared
-// memory environment. See for the basic idea:
+// suitable for low-contention with relatively infrequent writes, and many
+// readers. See:
// http://en.wikipedia.org/wiki/Seqlock
-// However, this implementation is an improved lock-free variant.
-// The SeqLock can hold only POD fully-embed data (no pointers
-// to satellite data), copies are done with memcpy.
-template<typename T>
-class GamepadSeqLock : public internal::GamepadSeqLockBase {
+// http://www.concurrencykit.org/doc/ck_sequence.html
+// This implementation is based on ck_sequence.h from http://concurrencykit.org.
+//
+// Currently, this is used in only one location. It may make sense to
+// generalize with a higher-level construct that owns both the lock and the
+// data buffer, if it is to be used more widely.
+//
+// You must be very careful not to operate on potentially inconsistent read
+// buffers. If the read must be retry'd, the data in the read buffer could
+// contain any random garbage. e.g., contained pointers might be
+// garbage, or indices could be out of range. Probably the only suitable thing
+// to do during the read loop is to make a copy of the data, and operate on it
+// only after the read was found to be consistent.
+class CONTENT_EXPORT GamepadSeqLock {
public:
- GamepadSeqLock()
- : internal::GamepadSeqLockBase(entries_, kSize) {
- }
+ GamepadSeqLock();
+ base::subtle::Atomic32 ReadBegin();
+ bool ReadRetry(base::subtle::Atomic32 version);
+ void WriteBegin();
+ void WriteEnd();
- // May be called concurrently with ReadTo and Write.
- // - If ReadTo occurs in the middle of Write (on another thread),
- // ReadTo gets the old data (not the new data being written
- // by the other thread).
- // - ReadTo never spins unless the writer thread is calling Write
- // multiple times before ReadTo completes.
- void ReadTo(T* obj) {
- // Breaks strict-aliasing rules.
- Base::ReadTo(reinterpret_cast<Atomic32*>(obj));
- }
-
- // Must be called by a single thread at a time. May be called concurrently
- // with ReadTo.
- void Write(const T& obj) {
- // Breaks strict-aliasing rules.
- Base::Write(reinterpret_cast<const Atomic32*>(&obj));
- }
-
-private:
- typedef internal::GamepadSeqLockBase Base;
- COMPILE_ASSERT(sizeof(T) % sizeof(Atomic32) == 0, bad_object_size);
- static size_t const kSize = sizeof(T) / sizeof(Atomic32);
- struct Entry : Base::BaseEntry {
- Atomic32 data_[kSize];
- };
- Entry entries_[kEntries];
+ private:
+ base::subtle::Atomic32 sequence_;
DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock);
};
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