// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef sw_Resource_hpp #define sw_Resource_hpp #include "MutexLock.hpp" namespace sw { enum Accessor { PUBLIC, // Application/API access PRIVATE, // Renderer access, shared by multiple threads if read-only MANAGED, // Renderer access, shared read/write access if partitioned EXCLUSIVE }; // Resource is a form of shared mutex that guards an internally allocated // buffer. Resource has an exclusive lock mode (sw::Accessor) and lock // count, defaulting to sw::Accessor::PUBLIC and 0, respectively. // Resource doesn't treat any of the sw::Accessor enumerator lock modes // differently, all semantic meaning comes from the usage of Resource. // You can have multiple locks in mode sw::Accessor::EXCLUSIVE. class Resource { public: Resource(size_t bytes); // destruct() is an asynchronous destructor, that will atomically: // When the resource is unlocked: // * Delete itself. // When the resource is locked: // * Flag itself for deletion when next fully unlocked. void destruct(); // lock() will atomically: // When the resource is unlocked OR the lock mode equals claimer: // * Increment the lock count. // * Return a pointer to the buffer. // When the resource is locked AND the lock mode does not equal claimer: // * Block until all existing locks are released (lock count equals 0). // * Switch lock mode to claimer. // * Increment the lock count. // * Return a pointer to the buffer. void *lock(Accessor claimer); // lock() will atomically: // When the resource is unlocked OR the lock mode equals claimer: // * Increment the lock count. // * Return a pointer to the buffer. // When the resource is locked AND the lock mode equals relinquisher: // * Release *all* existing locks (regardless of prior count). // * Delete itself and return nullptr if Resource::destruct() had been called while locked. // * Switch lock mode to claimer. // * Increment the lock count to 1. // * Return a pointer to the buffer. // When the resource is locked AND the lock mode does not equal relinquisher: // * Block until all existing locks are released (lock count equals 0) // * Switch lock mode to claimer // * Increment the lock count to 1. // * Return a pointer to the buffer. void *lock(Accessor relinquisher, Accessor claimer); // unlock() will atomically: // * Assert if there are no locks. // * Release a single lock. // * Delete itself if Resource::destruct() had been called while locked. void unlock(); // unlock() will atomically: // When the resource is locked AND the lock mode equals relinquisher: // * Release *all* existing locks (regardless of prior count). // * Delete itself if Resource::destruct() had been called while locked. // When the resource is not locked OR the lock mode does not equal relinquisher: // * Do nothing. void unlock(Accessor relinquisher); // data() will return the Resource's buffer pointer regardless of lock // state. const void *data() const; // size is the size in bytes of the Resource's buffer. const size_t size; private: ~Resource(); // Always call destruct() instead MutexLock criticalSection; Event unblock; volatile int blocked; volatile Accessor accessor; volatile int count; bool orphaned; void *buffer; }; } #endif // sw_Resource_hpp