| Index: content/common/gamepad_seqlock.cc
|
| ===================================================================
|
| --- content/common/gamepad_seqlock.cc (revision 143882)
|
| +++ 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 ent_size = sizeof(BaseEntry) + sizeof(Atomic32) * (size + 1);
|
| + 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);
|
| + }
|
| }
|
|
|
| -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(¤t_);
|
| + 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(¤t_, 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
|
|
|