/////////////////////////////////////////////////////////////////////////////// // Copyright (c) Electronic Arts Inc. All rights reserved. /////////////////////////////////////////////////////////////////////////////// #include #include #include #include #include #include #include #include EABarrierData::EABarrierData() : mCV(), mMutex(), mnHeight(0), mnCurrent(0), mnCycle(0), mbValid(false) {} EA::Thread::BarrierParameters::BarrierParameters(int height, bool bIntraProcess, const char* pName) : mHeight(height), mbIntraProcess(bIntraProcess) { if(pName) strncpy(mName, pName, sizeof(mName)-1); else mName[0] = 0; } EA::Thread::Barrier::Barrier(const BarrierParameters* pBarrierParameters, bool bDefaultParameters) { if(!pBarrierParameters && bDefaultParameters) { BarrierParameters parameters; Init(¶meters); } else Init(pBarrierParameters); } EA::Thread::Barrier::Barrier(int height) { BarrierParameters parameters(height); Init(¶meters); } EA::Thread::Barrier::~Barrier() { if(mBarrierData.mbValid){ EAT_ASSERT(mBarrierData.mnCurrent == mBarrierData.mnHeight); int result = scePthreadMutexDestroy(&mBarrierData.mMutex); EA_UNUSED(result); EAT_ASSERT(result == 0); result = scePthreadCondDestroy(&mBarrierData.mCV); EAT_ASSERT(result == 0); EA_UNUSED( result ); //if compiling without asserts } } bool EA::Thread::Barrier::Init(const BarrierParameters* pBarrierParameters) { if(pBarrierParameters && !mBarrierData.mbValid) { mBarrierData.mbValid = false; mBarrierData.mnHeight = pBarrierParameters->mHeight; mBarrierData.mnCurrent = pBarrierParameters->mHeight; mBarrierData.mnCycle = 0; int result = scePthreadMutexInit(&mBarrierData.mMutex, NULL, pBarrierParameters->mName); if(result == 0){ result = scePthreadCondInit(&mBarrierData.mCV, NULL, pBarrierParameters->mName); if(result == 0) mBarrierData.mbValid = true; else scePthreadMutexDestroy(&mBarrierData.mMutex); } return mBarrierData.mbValid; } return false; } EA::Thread::Barrier::Result EA::Thread::Barrier::Wait(const ThreadTime& timeoutAbsolute) { if(!mBarrierData.mbValid){ EAT_ASSERT(false); return kResultError; } int result = scePthreadMutexLock(&mBarrierData.mMutex); if(result != 0){ EAT_ASSERT(false); return kResultError; } const unsigned long nCurrentCycle = (unsigned)mBarrierData.mnCycle; bool bPrimary = false; if(--mBarrierData.mnCurrent == 0){ // This is not an atomic operation. We are within a mutex lock. // The last barrier can never time out, as its action is always immediate. mBarrierData.mnCycle++; mBarrierData.mnCurrent = mBarrierData.mnHeight; result = scePthreadCondBroadcast(&mBarrierData.mCV); // The last thread into the barrier will return a result of // kResultPrimary rather than kResultSecondary. if(result == 0) bPrimary = true; //else leave result as an error value. } else{ // timeoutMilliseconds // Wait with cancellation disabled, because pthreads barrier_wait // should not be a cancellation point. #if defined(SCE_PTHREAD_CANCEL_DISABLE) int cancel; scePthreadSetcancelstate(SCE_PTHREAD_CANCEL_DISABLE, &cancel); #endif // Wait until the barrier's cycle changes, which means that // it has been broadcast, and we don't want to wait anymore. while(nCurrentCycle == mBarrierData.mnCycle){ do{ // Under SMP systems, pthread_cond_wait can return the success value 'spuriously'. // This is by design and we must retest the predicate condition and if it has // not true, we must go back to waiting. result = scePthreadCondTimedwait(&mBarrierData.mCV, &mBarrierData.mMutex, RelativeTimeoutFromAbsoluteTimeout(timeoutAbsolute)); } while((result == 0) && (nCurrentCycle == mBarrierData.mnCycle)); if(result != 0) break; } #if defined(SCE_PTHREAD_CANCEL_DISABLE) int cancelTemp; scePthreadSetcancelstate(cancel, &cancelTemp); #endif } // We declare a new result2 value because the old one // might have a special value from above in it. const int result2 = scePthreadMutexUnlock(&mBarrierData.mMutex); (void)result2; EAT_ASSERT(result2 == 0); if(result == 0) return bPrimary ? kResultPrimary : kResultSecondary; else if(result == ETIMEDOUT) return kResultTimeout; return kResultError; } EA::Thread::Barrier* EA::Thread::BarrierFactory::CreateBarrier() { EA::Thread::Allocator* pAllocator = EA::Thread::GetAllocator(); if(pAllocator) return new(pAllocator->Alloc(sizeof(EA::Thread::Barrier))) EA::Thread::Barrier; else return new EA::Thread::Barrier; } void EA::Thread::BarrierFactory::DestroyBarrier(EA::Thread::Barrier* pBarrier) { EA::Thread::Allocator* pAllocator = EA::Thread::GetAllocator(); if(pAllocator) { pBarrier->~Barrier(); pAllocator->Free(pBarrier); } else delete pBarrier; }