Commit 2635573a authored by Ralph Giles's avatar Ralph Giles
Browse files

Use Interlocked calls in win32 once() implementation.

This is simpler than the previous scheme, which tried to allocate
the CRITICAL_SECTION struct in a thread-safe manner before it
could use it to run the wrapped function in a thread-safe manner.

Change-Id: I172e5544e5f16403a3a0e5e2b9104b1292a0d786
parent 988fd77c
/*
* Copyright (c) 2011 The WebM project authors. All Rights Reserved.
* Copyright (c) 2015 The WebM project authors. All Rights Reserved.
*
* Use of this source code is governed by a BSD-style license
* that can be found in the LICENSE file in the root of the source
......@@ -13,63 +13,83 @@
#include "vpx_config.h"
/* Implement a function wrapper to guarantee initialization
* thread-safety for library singletons.
*
* NOTE: These functions use static locks, and can only be
* used with one common argument per compilation unit. So
*
* file1.c:
* vpx_once(foo);
* ...
* vpx_once(foo);
*
* file2.c:
* vpx_once(bar);
*
* will ensure foo() and bar() are each called only once, but in
*
* file1.c:
* vpx_once(foo);
* vpx_once(bar):
*
* bar() will never be called because the lock is used up
* by the call to foo().
*/
#if CONFIG_MULTITHREAD && defined(_WIN32)
#include <windows.h>
#include <stdlib.h>
/* Declare a per-compilation-unit state variable to track the progress
* of calling func() only once. This must be at global scope because
* local initializers are not thread-safe in MSVC prior to Visual
* Studio 2015.
*
* As a static, once_state will be zero-initialized as program start.
*/
static LONG once_state;
static void once(void (*func)(void))
{
static CRITICAL_SECTION *lock;
static LONG waiters;
static int done;
void *lock_ptr = &lock;
/* If the initialization is complete, return early. This isn't just an
* optimization, it prevents races on the destruction of the global
* lock.
/* Try to advance once_state from its initial value of 0 to 1.
* Only one thread can succeed in doing so.
*/
if(done)
if (InterlockedCompareExchange(&once_state, 1, 0) == 0) {
/* We're the winning thread, having set once_state to 1.
* Call our function. */
func();
/* Now advance once_state to 2, unblocking any other threads. */
InterlockedIncrement(&once_state);
return;
InterlockedIncrement(&waiters);
/* Get a lock. We create one and try to make it the one-true-lock,
* throwing it away if we lost the race.
*/
{
/* Scope to protect access to new_lock */
CRITICAL_SECTION *new_lock = malloc(sizeof(CRITICAL_SECTION));
InitializeCriticalSection(new_lock);
if (InterlockedCompareExchangePointer(lock_ptr, new_lock, NULL) != NULL)
{
DeleteCriticalSection(new_lock);
free(new_lock);
}
}
/* At this point, we have a lock that can be synchronized on. We don't
* care which thread actually performed the allocation.
/* We weren't the winning thread, but we want to block on
* the state variable so we don't return before func()
* has finished executing elsewhere.
*
* Try to advance once_state from 2 to 2, which is only possible
* after the winning thead advances it from 1 to 2.
*/
EnterCriticalSection(lock);
if (!done)
{
func();
done = 1;
while (InterlockedCompareExchange(&once_state, 2, 2) != 2) {
/* State isn't yet 2. Try again.
*
* We are used for singleton initialization functions,
* which should complete quickly. Contention will likewise
* be rare, so it's worthwhile to use a simple but cpu-
* intensive busy-wait instead of successive backoff,
* waiting on a kernel object, or another heavier-weight scheme.
*
* We can at least yield our timeslice.
*/
Sleep(0);
}
LeaveCriticalSection(lock);
/* Last one out should free resources. The destructed objects are
* protected by checking if(done) above.
/* We've seen once_state advance to 2, so we know func()
* has been called. And we've left once_state as we found it,
* so other threads will have the same experience.
*
* It's safe to return now.
*/
if(!InterlockedDecrement(&waiters))
{
DeleteCriticalSection(lock);
free(lock);
lock = NULL;
}
return;
}
......
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