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Bug 1218124 - Use InterlockCompare in win32 vpx_once(). r=gerald
From 64f73cc1f7f57ca6643b027eae63041fec408ea8 Mon Sep 17 00:00:00 2001
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@ -1,5 +1,5 @@
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/*
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* Copyright (c) 2011 The WebM project authors. All Rights Reserved.
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* Copyright (c) 2015 The WebM project authors. All Rights Reserved.
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*
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* Use of this source code is governed by a BSD-style license
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* that can be found in the LICENSE file in the root of the source
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@ -13,63 +13,83 @@
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#include "vpx_config.h"
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/* Implement a function wrapper to guarantee initialization
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* thread-safety for library singletons.
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*
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* NOTE: These functions use static locks, and can only be
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* used with one common argument per compilation unit. So
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*
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* file1.c:
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* vpx_once(foo);
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* ...
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* vpx_once(foo);
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*
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* file2.c:
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* vpx_once(bar);
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*
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* will ensure foo() and bar() are each called only once, but in
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*
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* file1.c:
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* vpx_once(foo);
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* vpx_once(bar):
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*
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* bar() will never be called because the lock is used up
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* by the call to foo().
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*/
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#if CONFIG_MULTITHREAD && defined(_WIN32)
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#include <windows.h>
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#include <stdlib.h>
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/* Declare a per-compilation-unit state variable to track the progress
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* of calling func() only once. This must be at global scope because
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* local initializers are not thread-safe in MSVC prior to Visual
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* Studio 2015.
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*
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* As a static, once_state will be zero-initialized as program start.
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*/
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static LONG once_state;
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static void once(void (*func)(void))
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{
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static CRITICAL_SECTION *lock;
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static LONG waiters;
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static int done;
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void *lock_ptr = &lock;
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/* If the initialization is complete, return early. This isn't just an
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* optimization, it prevents races on the destruction of the global
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* lock.
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/* Try to advance once_state from its initial value of 0 to 1.
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* Only one thread can succeed in doing so.
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*/
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if(done)
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return;
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InterlockedIncrement(&waiters);
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/* Get a lock. We create one and try to make it the one-true-lock,
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* throwing it away if we lost the race.
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*/
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{
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/* Scope to protect access to new_lock */
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CRITICAL_SECTION *new_lock = malloc(sizeof(CRITICAL_SECTION));
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InitializeCriticalSection(new_lock);
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if (InterlockedCompareExchangePointer(lock_ptr, new_lock, NULL) != NULL)
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{
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DeleteCriticalSection(new_lock);
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free(new_lock);
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}
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}
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/* At this point, we have a lock that can be synchronized on. We don't
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* care which thread actually performed the allocation.
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*/
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EnterCriticalSection(lock);
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if (!done)
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{
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if (InterlockedCompareExchange(&once_state, 1, 0) == 0) {
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/* We're the winning thread, having set once_state to 1.
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* Call our function. */
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func();
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done = 1;
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/* Now advance once_state to 2, unblocking any other threads. */
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InterlockedIncrement(&once_state);
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return;
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}
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LeaveCriticalSection(lock);
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/* Last one out should free resources. The destructed objects are
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* protected by checking if(done) above.
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/* We weren't the winning thread, but we want to block on
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* the state variable so we don't return before func()
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* has finished executing elsewhere.
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*
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* Try to advance once_state from 2 to 2, which is only possible
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* after the winning thead advances it from 1 to 2.
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*/
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if(!InterlockedDecrement(&waiters))
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{
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DeleteCriticalSection(lock);
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free(lock);
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lock = NULL;
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while (InterlockedCompareExchange(&once_state, 2, 2) != 2) {
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/* State isn't yet 2. Try again.
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*
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* We are used for singleton initialization functions,
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* which should complete quickly. Contention will likewise
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* be rare, so it's worthwhile to use a simple but cpu-
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* intensive busy-wait instead of successive backoff,
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* waiting on a kernel object, or another heavier-weight scheme.
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*
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* We can at least yield our timeslice.
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*/
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Sleep(0);
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}
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/* We've seen once_state advance to 2, so we know func()
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* has been called. And we've left once_state as we found it,
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* so other threads will have the same experience.
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*
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* It's safe to return now.
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*/
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return;
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}
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