// 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" namespace content { GamepadSeqLock::GamepadSeqLock() : sequence_(0) { } base::subtle::Atomic32 GamepadSeqLock::ReadBegin() { base::subtle::Atomic32 version; 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(); } 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 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