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Unified Diff: content/common/gamepad_seqlock.h

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.h
===================================================================
--- content/common/gamepad_seqlock.h (revision 122820)
+++ content/common/gamepad_seqlock.h (working copy)
@@ -6,38 +6,75 @@
#define CONTENT_COMMON_GAMEPAD_SEQLOCK_H_
#include "base/atomicops.h"
-#include "base/threading/platform_thread.h"
-#include "content/common/content_export.h"
+#include "base/basictypes.h"
namespace content {
+namespace internal {
+
+class 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_[];
+ };
+
+ 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 low-contention with relatively infrequent writes, and many
-// readers. See:
+// suitable for high read frequency scenarios and is especially useful in shared
+// memory environment. See for the basic idea:
// http://en.wikipedia.org/wiki/Seqlock
-// 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 {
+// 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 {
public:
- GamepadSeqLock();
- base::subtle::Atomic32 ReadBegin();
- bool ReadRetry(base::subtle::Atomic32 version);
- void WriteBegin();
- void WriteEnd();
+ GamepadSeqLock()
+ : internal::GamepadSeqLockBase(entries_, kSize) {
darin (slow to review) 2012/06/19 21:14:35 nit: indent by 4 spaces
+ }
- private:
- base::subtle::Atomic32 sequence_;
+ // 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{
darin (slow to review) 2012/06/19 21:14:35 nit: insert space before "{"
+ Atomic32 data_[kSize];
+ };
+ Entry entries_[kEntries];
DISALLOW_COPY_AND_ASSIGN(GamepadSeqLock);
};

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