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authorscottmg@chromium.org <scottmg@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-12-01 00:01:38 +0000
committerscottmg@chromium.org <scottmg@chromium.org@0039d316-1c4b-4281-b951-d872f2087c98>2011-12-01 00:01:38 +0000
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Renderer reading side of gamepad
The is the glue code that reads from the shared memory buffer on the renderer side. The writer is a background thread the browser. The data here is returned back up into WebKit code via the Chromium port. The writer on the browser side was in this patch: http://codereview.chromium.org/8568029/ And the rest of the related gamepad changes are here: http://codereview.chromium.org/8345027/ BUG=79050 Review URL: http://codereview.chromium.org/8689011 git-svn-id: svn://svn.chromium.org/chrome/trunk/src@112345 0039d316-1c4b-4281-b951-d872f2087c98
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diff --git a/content/common/gamepad_seqlock_unittest.cc b/content/common/gamepad_seqlock_unittest.cc
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+// 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"
+
+#include <stdlib.h>
+
+#include "base/atomic_ref_count.h"
+#include "base/threading/platform_thread.h"
+#include "base/third_party/dynamic_annotations/dynamic_annotations.h"
+#include "testing/gtest/include/gtest/gtest.h"
+
+namespace base {
+
+// Basic test to make sure that basic operation works correctly.
+
+struct TestData {
+ unsigned a, b, c;
+};
+
+class BasicSeqLockTestThread : public PlatformThread::Delegate {
+ public:
+ BasicSeqLockTestThread() {}
+
+ void Init(
+ content::GamepadSeqLock* seqlock,
+ TestData* data,
+ base::subtle::Atomic32* ready) {
+ seqlock_ = seqlock;
+ data_ = data;
+ ready_ = ready;
+ }
+ virtual void ThreadMain() {
+ while (AtomicRefCountIsZero(ready_)) {
+ PlatformThread::YieldCurrentThread();
+ }
+
+ for (unsigned i = 0; i < 10000; ++i) {
+ TestData copy;
+ base::subtle::Atomic32 version;
+ do {
+ version = seqlock_->ReadBegin();
+ copy = *data_;
+ } while (seqlock_->ReadRetry(version));
+
+ EXPECT_EQ(copy.a + 100, copy.b);
+ EXPECT_EQ(copy.c, copy.b + copy.a);
+ }
+
+ AtomicRefCountDec(ready_);
+ }
+
+ private:
+ content::GamepadSeqLock* seqlock_;
+ TestData* data_;
+ base::AtomicRefCount* ready_;
+
+ DISALLOW_COPY_AND_ASSIGN(BasicSeqLockTestThread);
+};
+
+TEST(GamepadSeqLockTest, ManyThreads) {
+ content::GamepadSeqLock seqlock;
+ TestData data = { 0, 0, 0 };
+ base::AtomicRefCount ready = 0;
+
+ ANNOTATE_BENIGN_RACE_SIZED(&data, sizeof(data), "Racey reads are discarded");
+
+ static const unsigned kNumReaderThreads = 100;
+ BasicSeqLockTestThread threads[kNumReaderThreads];
+ PlatformThreadHandle handles[kNumReaderThreads];
+
+ for (unsigned i = 0; i < kNumReaderThreads; ++i)
+ threads[i].Init(&seqlock, &data, &ready);
+ for (unsigned i = 0; i < kNumReaderThreads; ++i)
+ ASSERT_TRUE(PlatformThread::Create(0, &threads[i], &handles[i]));
+
+ // The main thread is the writer, and the spawned are readers.
+ unsigned counter = 0;
+ for (;;) {
+ seqlock.WriteBegin();
+ data.a = counter++;
+ data.b = data.a + 100;
+ data.c = data.b + data.a;
+ seqlock.WriteEnd();
+
+ if (counter == 1)
+ base::AtomicRefCountIncN(&ready, kNumReaderThreads);
+
+ if (AtomicRefCountIsZero(&ready))
+ break;
+ }
+
+ for (unsigned i = 0; i < kNumReaderThreads; ++i)
+ PlatformThread::Join(handles[i]);
+}
+
+} // namespace base