/////////////////////////////////////////////////////////////////////////////// // Copyright (c) Electronic Arts Inc. All rights reserved. /////////////////////////////////////////////////////////////////////////////// #if defined(EA_PRAGMA_ONCE_SUPPORTED) #pragma once // Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result. #endif ///////////////////////////////////////////////////////////////////////////// // Functionality related to memory and code generation synchronization. ///////////////////////////////////////////////////////////////////////////// #ifndef EATHREAD_X86_EATHREAD_SYNC_X86_H #define EATHREAD_X86_EATHREAD_SYNC_X86_H #ifndef INCLUDED_eabase_H #include #endif #if defined(EA_PROCESSOR_X86) #define EA_THREAD_SYNC_IMPLEMENTED // By default, we define EA_TARGET_SMP to be true. The reason for this is that most // applications that users of this code are likely to write are going to be executables // which run properly on any system, be it multiprocessing or not. #ifndef EA_TARGET_SMP #define EA_TARGET_SMP 1 #endif // EAProcessorPause // Intel has defined a 'pause' instruction for x86 processors starting with the P4, though this simply // maps to the otherwise undocumented 'rep nop' instruction. This pause instruction is important for // high performance spinning, as otherwise a high performance penalty incurs. #if defined(EA_COMPILER_MSVC) || defined(EA_COMPILER_INTEL) || defined(EA_COMPILER_BORLAND) // Year 2003+ versions of the Microsoft SDK define 'rep nop' as YieldProcessor and/or __yield or _mm_pause. #define EAProcessorPause() __asm { rep nop } #elif defined(EA_COMPILER_GNUC) || defined(EA_COMPILER_CLANG) #define EAProcessorPause() __asm__ __volatile__ ("rep ; nop") #else // In this case we use an Intel-style asm statement. If this doesn't work for your compiler then // there most likely is some way to make the `rep nop` inline asm statement. #define EAProcessorPause() __asm { rep nop } // Alternatively: { __asm { _emit 0xf3 }; __asm { _emit 0x90 } } #endif // EAReadBarrier / EAWriteBarrier / EAReadWriteBarrier // The x86 processor memory architecture ensures read and write consistency on both single and // multi processing systems. This makes programming simpler but limits maximimum system performance. // We define EAReadBarrier here to be the same as EACompilerMemory barrier in order to limit the // compiler from making any assumptions at its level about memory usage. Year 2003+ versions of the // Microsoft SDK define a 'MemoryBarrier' statement which has the same effect as EAReadWriteBarrier. #if defined(__GNUC__) && (((__GNUC__ * 100) + __GNUC_MINOR__) >= 401) // GCC 4.1 or later, includes clang #define EAReadBarrier __sync_synchronize #define EAWriteBarrier __sync_synchronize #define EAReadWriteBarrier __sync_synchronize #else #define EAReadBarrier EACompilerMemoryBarrier #define EAWriteBarrier EACompilerMemoryBarrier #define EAReadWriteBarrier EACompilerMemoryBarrier #endif // EACompilerMemoryBarrier #if (defined(EA_COMPILER_MSVC) && (EA_COMPILER_VERSION >= 1300) && defined(EA_PLATFORM_MICROSOFT)) || (defined(EA_COMPILER_INTEL) && (EA_COMPILER_VERSION >= 9999999)) // VC7+ or Intel (unknown version at this time) extern "C" void _ReadWriteBarrier(); #pragma intrinsic(_ReadWriteBarrier) #define EACompilerMemoryBarrier() _ReadWriteBarrier() #elif defined(EA_COMPILER_GNUC) #define EACompilerMemoryBarrier() __asm__ __volatile__ ("":::"memory") #else #define EACompilerMemoryBarrier() // Possibly `EAT_ASSERT(false)` here? #endif #endif // EA_PROCESSOR_X86 #endif // EATHREAD_X86_EATHREAD_SYNC_X86_H