Threading primitives, in prep for removing Win32 from kernel/ and others.
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@ -67,6 +67,123 @@ void Sleep(std::chrono::duration<Rep, Period> duration) {
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Sleep(std::chrono::duration_cast<std::chrono::microseconds>(duration));
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}
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class WaitHandle {
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public:
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// bool Wait();
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// static bool Wait();
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// static bool SignalAndWait();
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// static bool WaitMultiple();
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protected:
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WaitHandle() = default;
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};
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// Models a Win32-like event object.
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// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682396(v=vs.85).aspx
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class Event : public WaitHandle {
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public:
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// Creates a manual-reset event object, which requires the use of the
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// Reset() function to set the event state to nonsignaled.
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// If initial_state is true the event will start in the signaled state.
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static std::unique_ptr<Event> CreateManualResetEvent(bool initial_state);
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// Creates an auto-reset event object, and system automatically resets the
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// event state to nonsignaled after a single waiting thread has been released.
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// If initial_state is true the event will start in the signaled state.
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static std::unique_ptr<Event> CreateAutoResetEvent(bool initial_state);
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// Sets the specified event object to the signaled state.
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// If this is a manual reset event the event stays signaled until Reset() is
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// called. If this is an auto reset event until exactly one wait is satisfied.
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virtual void Set() = 0;
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// Sets the specified event object to the nonsignaled state.
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// Resetting an event that is already reset has no effect.
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virtual void Reset() = 0;
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// Sets the specified event object to the signaled state and then resets it to
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// the nonsignaled state after releasing the appropriate number of waiting
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// threads.
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virtual void Pulse() = 0;
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};
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// Models a Win32-like semaphore object.
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// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682438(v=vs.85).aspx
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class Semaphore : public WaitHandle {
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public:
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// Creates a new semaphore object.
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// The initial_count must be greater than or equal to zero and less than or
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// equal to maximum_count. The state of a semaphore is signaled when its count
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// is greater than zero and nonsignaled when it is zero. The count is
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// decreased by one whenever a wait function releases a thread that was
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// waiting for the semaphore. The count is increased by a specified amount by
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// calling the Release() function.
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std::unique_ptr<Semaphore> Create(int initial_count, int maximum_count);
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// Increases the count of the specified semaphore object by a specified
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// amount.
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// release_count must be greater than zero.
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// Returns false if adding release_count would set the semaphore over the
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// initially specified maximum_count.
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virtual bool Release(int release_count, int* out_previous_count) = 0;
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};
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// Models a Win32-like mutant (mutex) object.
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// https://msdn.microsoft.com/en-us/library/windows/desktop/ms682411(v=vs.85).aspx
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class Mutant : public WaitHandle {
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public:
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// Creates a new mutant object, initially owned by the calling thread if
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// specified.
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std::unique_ptr<Mutant> Create(bool initial_owner);
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// Releases ownership of the specified mutex object.
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// Returns false if the calling thread does not own the mutant object.
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virtual bool Release() = 0;
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};
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class Timer : public WaitHandle {
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public:
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// Creates a timer whose state remains signaled until SetOnce() or
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// SetRepeating() is called to establish a new due time.
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std::unique_ptr<Timer> CreateManualResetTimer();
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// Creates a timer whose state remains signaled until a thread completes a
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// wait operation on the timer object.
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std::unique_ptr<Timer> CreateSynchronizationTimer();
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// Activates the specified waitable timer. When the due time arrives, the
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// timer is signaled and the thread that set the timer calls the optional
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// completion routine.
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// Returns true on success.
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virtual bool SetOnce(std::chrono::nanoseconds due_time,
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std::function<void()> opt_callback = nullptr) = 0;
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// Activates the specified waitable timer. When the due time arrives, the
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// timer is signaled and the thread that set the timer calls the optional
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// completion routine. A periodic timer automatically reactivates each time
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// the period elapses, until the timer is canceled or reset.
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// Returns true on success.
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virtual bool SetRepeating(std::chrono::nanoseconds due_time,
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std::chrono::milliseconds period,
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std::function<void()> opt_callback = nullptr) = 0;
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template <typename Rep, typename Period>
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void SetRepeating(std::chrono::nanoseconds due_time,
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std::chrono::duration<Rep, Period> period,
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std::function<void()> opt_callback = nullptr) {
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SetRepeating(due_time,
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std::chrono::duration_cast<std::chrono::milliseconds>(period),
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std::move(opt_callback));
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}
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// Stops the timer before it can be set to the signaled state and cancels
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// outstanding callbacks. Threads performing a wait operation on the timer
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// remain waiting until they time out or the timer is reactivated and its
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// state is set to signaled. If the timer is already in the signaled state, it
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// remains in that state.
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// Returns true on success.
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virtual bool Cancel() = 0;
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};
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} // namespace threading
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} // namespace xe
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@ -67,5 +67,130 @@ void Sleep(std::chrono::microseconds duration) {
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}
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}
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class Win32Handle {
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public:
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Win32Handle(HANDLE handle) : handle_(handle) {}
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virtual ~Win32Handle() {
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CloseHandle(handle_);
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handle_ = nullptr;
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}
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protected:
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HANDLE handle_ = nullptr;
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};
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class Win32Event : public Event, public Win32Handle {
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public:
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Win32Event(HANDLE handle) : Win32Handle(handle) {}
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~Win32Event() = default;
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void Set() override { SetEvent(handle_); }
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void Reset() override { ResetEvent(handle_); }
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void Pulse() override { PulseEvent(handle_); }
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};
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std::unique_ptr<Event> Event::CreateManualResetEvent(bool initial_state) {
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return std::make_unique<Win32Event>(
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CreateEvent(nullptr, TRUE, initial_state ? TRUE : FALSE, nullptr));
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}
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std::unique_ptr<Event> Event::CreateAutoResetEvent(bool initial_state) {
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return std::make_unique<Win32Event>(
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CreateEvent(nullptr, FALSE, initial_state ? TRUE : FALSE, nullptr));
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}
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class Win32Semaphore : public Semaphore, public Win32Handle {
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public:
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Win32Semaphore(HANDLE handle) : Win32Handle(handle) {}
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~Win32Semaphore() override = default;
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bool Release(int release_count, int* out_previous_count) override {
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return ReleaseSemaphore(handle_, release_count,
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reinterpret_cast<LPLONG>(out_previous_count))
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? true
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: false;
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}
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};
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std::unique_ptr<Semaphore> Semaphore::Create(int initial_count,
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int maximum_count) {
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return std::make_unique<Win32Semaphore>(
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CreateSemaphore(nullptr, initial_count, maximum_count, nullptr));
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}
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class Win32Mutant : public Mutant, public Win32Handle {
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public:
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Win32Mutant(HANDLE handle) : Win32Handle(handle) {}
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~Win32Mutant() = default;
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bool Release() override { return ReleaseMutex(handle_) ? true : false; }
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};
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std::unique_ptr<Mutant> Mutant::Create(bool initial_owner) {
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return std::make_unique<Win32Mutant>(
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CreateMutex(nullptr, initial_owner ? TRUE : FALSE, nullptr));
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}
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class Win32Timer : public Timer, public Win32Handle {
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public:
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Win32Timer(HANDLE handle) : Win32Handle(handle) {}
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~Win32Timer() = default;
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bool SetOnce(std::chrono::nanoseconds due_time,
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std::function<void()> opt_callback) override {
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std::lock_guard<std::mutex> lock(mutex_);
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callback_ = std::move(opt_callback);
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LARGE_INTEGER due_time_li;
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due_time_li.QuadPart = due_time.count() / 100;
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auto completion_routine =
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opt_callback ? reinterpret_cast<PTIMERAPCROUTINE>(CompletionRoutine)
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: NULL;
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return SetWaitableTimer(handle_, &due_time_li, 0, completion_routine, this,
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FALSE)
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? true
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: false;
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}
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bool SetRepeating(std::chrono::nanoseconds due_time,
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std::chrono::milliseconds period,
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std::function<void()> opt_callback) override {
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std::lock_guard<std::mutex> lock(mutex_);
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callback_ = std::move(opt_callback);
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LARGE_INTEGER due_time_li;
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due_time_li.QuadPart = due_time.count() / 100;
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auto completion_routine =
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opt_callback ? reinterpret_cast<PTIMERAPCROUTINE>(CompletionRoutine)
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: NULL;
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return SetWaitableTimer(handle_, &due_time_li, int32_t(period.count()),
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completion_routine, this, FALSE)
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? true
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: false;
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}
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bool Cancel() override {
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// Reset the callback immediately so that any completions don't call it.
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std::lock_guard<std::mutex> lock(mutex_);
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callback_ = nullptr;
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return CancelWaitableTimer(handle_) ? true : false;
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}
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private:
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static void CompletionRoutine(Win32Timer* timer, DWORD timer_low,
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DWORD timer_high) {
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// As the callback may reset the timer, store local.
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std::function<void()> callback;
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{
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std::lock_guard<std::mutex> lock(timer->mutex_);
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callback = timer->callback_;
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}
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callback();
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}
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std::mutex mutex_;
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std::function<void()> callback_;
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};
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std::unique_ptr<Timer> Timer::CreateManualResetTimer() {
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return std::make_unique<Win32Timer>(CreateWaitableTimer(NULL, TRUE, NULL));
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}
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std::unique_ptr<Timer> Timer::CreateSynchronizationTimer() {
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return std::make_unique<Win32Timer>(CreateWaitableTimer(NULL, FALSE, NULL));
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}
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} // namespace threading
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} // namespace xe
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@ -46,6 +46,11 @@ void XTimer::Initialize(uint32_t timer_type) {
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X_STATUS XTimer::SetTimer(int64_t due_time, uint32_t period_ms,
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uint32_t routine, uint32_t routine_arg, bool resume) {
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// Caller is checking for STATUS_TIMER_RESUME_IGNORED.
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if (resume) {
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return X_STATUS_TIMER_RESUME_IGNORED;
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}
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// Stash routine for callback.
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current_routine_ = routine;
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current_routine_arg_ = routine_arg;
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routine ? (PTIMERAPCROUTINE)CompletionRoutine : NULL,
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this, resume ? TRUE : FALSE);
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// Caller is checking for STATUS_TIMER_RESUME_IGNORED.
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// This occurs if result == TRUE but error is set.
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if (!result && GetLastError() == ERROR_NOT_SUPPORTED) {
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return X_STATUS_TIMER_RESUME_IGNORED;
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}
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return result ? X_STATUS_SUCCESS : X_STATUS_UNSUCCESSFUL;
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}
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