[content shell] hook up testRunner.dumpEditingCallbacks
[chromium-blink-merge.git] / content / common / gamepad_seqlock.cc
blob7f7e14f47e48b120fc70fe02fc4fa73737511216
1 // Copyright (c) 2011 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #include "content/common/gamepad_seqlock.h"
7 namespace content {
9 GamepadSeqLock::GamepadSeqLock()
10 : sequence_(0) {
13 base::subtle::Atomic32 GamepadSeqLock::ReadBegin() {
14 base::subtle::Atomic32 version;
15 for (;;) {
16 version = base::subtle::NoBarrier_Load(&sequence_);
18 // If the counter is even, then the associated data might be in a
19 // consistent state, so we can try to read.
20 if ((version & 1) == 0)
21 break;
23 // Otherwise, the writer is in the middle of an update. Retry the read.
24 base::PlatformThread::YieldCurrentThread();
26 return version;
29 bool GamepadSeqLock::ReadRetry(base::subtle::Atomic32 version) {
30 // If the sequence number was updated then a read should be re-attempted.
31 // -- Load fence, read membarrier
32 return base::subtle::Release_Load(&sequence_) != version;
35 void GamepadSeqLock::WriteBegin() {
36 // Increment the sequence number to odd to indicate the beginning of a write
37 // update.
38 base::subtle::Barrier_AtomicIncrement(&sequence_, 1);
39 // -- Store fence, write membarrier
42 void GamepadSeqLock::WriteEnd() {
43 // Increment the sequence to an even number to indicate the completion of
44 // a write update.
45 // -- Store fence, write membarrier
46 base::subtle::Barrier_AtomicIncrement(&sequence_, 1);
49 } // namespace content