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Unified Diff: content/common/gamepad_seqlock.cc

Issue 8772004: Improve GamepadSeqLock impl Base URL: http://src.chromium.org/svn/trunk/src/
Patch Set: Created 8 years, 10 months ago
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Index: content/common/gamepad_seqlock.cc
===================================================================
--- content/common/gamepad_seqlock.cc (revision 122820)
+++ content/common/gamepad_seqlock.cc (working copy)
@@ -5,45 +5,83 @@
#include "content/common/gamepad_seqlock.h"
namespace content {
+namespace internal {
-GamepadSeqLock::GamepadSeqLock()
- : sequence_(0) {
+GamepadSeqLockBase::GamepadSeqLockBase(BaseEntry* entries, size_t size)
+ : size_(size)
+ , current_(0) {
+ const size_t entSize = sizeof(BaseEntry) + sizeof(Atomic32) * size;
darin (slow to review) 2012/06/19 21:14:35 nit: entSize -> ent_size
+ memset(entries, 0, kEntries * entSize);
+ for (size_t i = 0; i < kEntries; ++i) {
+ entries_[i] = reinterpret_cast<BaseEntry*>
+ (reinterpret_cast<char*>(entries) + i * entSize);
+ }
}
-base::subtle::Atomic32 GamepadSeqLock::ReadBegin() {
- base::subtle::Atomic32 version;
+// 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;
for (;;) {
- 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();
+ // 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;
}
- return version;
}
-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;
+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);
}
-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
+} // namespace internal
+} // namespace content

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