📄 lock.c
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{ lock->owner = (thread_t) 0; if (mutex_unlock (&lock->mutex) != 0) abort (); }}voidglthread_recursive_lock_destroy (gl_recursive_lock_t *lock){ if (lock->owner != (thread_t) 0) abort (); if (mutex_destroy (&lock->mutex) != 0) abort ();}/* -------------------------- gl_once_t datatype -------------------------- */voidglthread_once (gl_once_t *once_control, void (*initfunction) (void)){ if (!once_control->inited) { /* Use the mutex to guarantee that if another thread is already calling the initfunction, this thread waits until it's finished. */ if (mutex_lock (&once_control->mutex) != 0) abort (); if (!once_control->inited) { once_control->inited = 1; initfunction (); } if (mutex_unlock (&once_control->mutex) != 0) abort (); }}intglthread_once_singlethreaded (gl_once_t *once_control){ /* We know that gl_once_t contains an integer type. */ if (!once_control->inited) { /* First time use of once_control. Invert the marker. */ once_control->inited = ~ 0; return 1; } else return 0;}#endif/* ========================================================================= */#if USE_WIN32_THREADS/* -------------------------- gl_lock_t datatype -------------------------- */voidglthread_lock_init (gl_lock_t *lock){ InitializeCriticalSection (&lock->lock); lock->guard.done = 1;}voidglthread_lock_lock (gl_lock_t *lock){ if (!lock->guard.done) { if (InterlockedIncrement (&lock->guard.started) == 0) /* This thread is the first one to need this lock. Initialize it. */ glthread_lock_init (lock); else /* Yield the CPU while waiting for another thread to finish initializing this lock. */ while (!lock->guard.done) Sleep (0); } EnterCriticalSection (&lock->lock);}voidglthread_lock_unlock (gl_lock_t *lock){ if (!lock->guard.done) abort (); LeaveCriticalSection (&lock->lock);}voidglthread_lock_destroy (gl_lock_t *lock){ if (!lock->guard.done) abort (); DeleteCriticalSection (&lock->lock); lock->guard.done = 0;}/* ------------------------- gl_rwlock_t datatype ------------------------- */static inline voidgl_waitqueue_init (gl_waitqueue_t *wq){ wq->array = NULL; wq->count = 0; wq->alloc = 0; wq->offset = 0;}/* Enqueues the current thread, represented by an event, in a wait queue. Returns INVALID_HANDLE_VALUE if an allocation failure occurs. */static HANDLEgl_waitqueue_add (gl_waitqueue_t *wq){ HANDLE event; unsigned int index; if (wq->count == wq->alloc) { unsigned int new_alloc = 2 * wq->alloc + 1; HANDLE *new_array = (HANDLE *) realloc (wq->array, new_alloc * sizeof (HANDLE)); if (new_array == NULL) /* No more memory. */ return INVALID_HANDLE_VALUE; /* Now is a good opportunity to rotate the array so that its contents starts at offset 0. */ if (wq->offset > 0) { unsigned int old_count = wq->count; unsigned int old_alloc = wq->alloc; unsigned int old_offset = wq->offset; unsigned int i; if (old_offset + old_count > old_alloc) { unsigned int limit = old_offset + old_count - old_alloc; for (i = 0; i < limit; i++) new_array[old_alloc + i] = new_array[i]; } for (i = 0; i < old_count; i++) new_array[i] = new_array[old_offset + i]; wq->offset = 0; } wq->array = new_array; wq->alloc = new_alloc; } event = CreateEvent (NULL, TRUE, FALSE, NULL); if (event == INVALID_HANDLE_VALUE) /* No way to allocate an event. */ return INVALID_HANDLE_VALUE; index = wq->offset + wq->count; if (index >= wq->alloc) index -= wq->alloc; wq->array[index] = event; wq->count++; return event;}/* Notifies the first thread from a wait queue and dequeues it. */static inline voidgl_waitqueue_notify_first (gl_waitqueue_t *wq){ SetEvent (wq->array[wq->offset + 0]); wq->offset++; wq->count--; if (wq->count == 0 || wq->offset == wq->alloc) wq->offset = 0;}/* Notifies all threads from a wait queue and dequeues them all. */static inline voidgl_waitqueue_notify_all (gl_waitqueue_t *wq){ unsigned int i; for (i = 0; i < wq->count; i++) { unsigned int index = wq->offset + i; if (index >= wq->alloc) index -= wq->alloc; SetEvent (wq->array[index]); } wq->count = 0; wq->offset = 0;}voidglthread_rwlock_init (gl_rwlock_t *lock){ InitializeCriticalSection (&lock->lock); gl_waitqueue_init (&lock->waiting_readers); gl_waitqueue_init (&lock->waiting_writers); lock->runcount = 0; lock->guard.done = 1;}voidglthread_rwlock_rdlock (gl_rwlock_t *lock){ if (!lock->guard.done) { if (InterlockedIncrement (&lock->guard.started) == 0) /* This thread is the first one to need this lock. Initialize it. */ glthread_rwlock_init (lock); else /* Yield the CPU while waiting for another thread to finish initializing this lock. */ while (!lock->guard.done) Sleep (0); } EnterCriticalSection (&lock->lock); /* Test whether only readers are currently running, and whether the runcount field will not overflow. */ if (!(lock->runcount + 1 > 0)) { /* This thread has to wait for a while. Enqueue it among the waiting_readers. */ HANDLE event = gl_waitqueue_add (&lock->waiting_readers); if (event != INVALID_HANDLE_VALUE) { DWORD result; LeaveCriticalSection (&lock->lock); /* Wait until another thread signals this event. */ result = WaitForSingleObject (event, INFINITE); if (result == WAIT_FAILED || result == WAIT_TIMEOUT) abort (); CloseHandle (event); /* The thread which signalled the event already did the bookkeeping: removed us from the waiting_readers, incremented lock->runcount. */ if (!(lock->runcount > 0)) abort (); return; } else { /* Allocation failure. Weird. */ do { LeaveCriticalSection (&lock->lock); Sleep (1); EnterCriticalSection (&lock->lock); } while (!(lock->runcount + 1 > 0)); } } lock->runcount++; LeaveCriticalSection (&lock->lock);}voidglthread_rwlock_wrlock (gl_rwlock_t *lock){ if (!lock->guard.done) { if (InterlockedIncrement (&lock->guard.started) == 0) /* This thread is the first one to need this lock. Initialize it. */ glthread_rwlock_init (lock); else /* Yield the CPU while waiting for another thread to finish initializing this lock. */ while (!lock->guard.done) Sleep (0); } EnterCriticalSection (&lock->lock); /* Test whether no readers or writers are currently running. */ if (!(lock->runcount == 0)) { /* This thread has to wait for a while. Enqueue it among the waiting_writers. */ HANDLE event = gl_waitqueue_add (&lock->waiting_writers); if (event != INVALID_HANDLE_VALUE) { DWORD result; LeaveCriticalSection (&lock->lock); /* Wait until another thread signals this event. */ result = WaitForSingleObject (event, INFINITE); if (result == WAIT_FAILED || result == WAIT_TIMEOUT) abort (); CloseHandle (event); /* The thread which signalled the event already did the bookkeeping: removed us from the waiting_writers, set lock->runcount = -1. */ if (!(lock->runcount == -1)) abort (); return; } else { /* Allocation failure. Weird. */ do { LeaveCriticalSection (&lock->lock); Sleep (1); EnterCriticalSection (&lock->lock); } while (!(lock->runcount == 0)); } } lock->runcount--; /* runcount becomes -1 */ LeaveCriticalSection (&lock->lock);}voidglthread_rwlock_unlock (gl_rwlock_t *lock){ if (!lock->guard.done) abort (); EnterCriticalSection (&lock->lock); if (lock->runcount < 0) { /* Drop a writer lock. */ if (!(lock->runcount == -1)) abort (); lock->runcount = 0; } else { /* Drop a reader lock. */ if (!(lock->runcount > 0)) abort (); lock->runcount--; } if (lock->runcount == 0) { /* POSIX recommends that "write locks shall take precedence over read locks", to avoid "writer starvation". */ if (lock->waiting_writers.count > 0) { /* Wake up one of the waiting writers. */ lock->runcount--; gl_waitqueue_notify_first (&lock->waiting_writers); } else { /* Wake up all waiting readers. */ lock->runcount += lock->waiting_readers.count; gl_waitqueue_notify_all (&lock->waiting_readers); } } LeaveCriticalSection (&lock->lock);}voidglthread_rwlock_destroy (gl_rwlock_t *lock){ if (!lock->guard.done) abort (); if (lock->runcount != 0) abort (); DeleteCriticalSection (&lock->lock); if (lock->waiting_readers.array != NULL) free (lock->waiting_readers.array); if (lock->waiting_writers.array != NULL) free (lock->waiting_writers.array); lock->guard.done = 0;}/* --------------------- gl_recursive_lock_t datatype --------------------- */voidglthread_recursive_lock_init (gl_recursive_lock_t *lock){ lock->owner = 0; lock->depth = 0; InitializeCriticalSection (&lock->lock); lock->guard.done = 1;}voidglthread_recursive_lock_lock (gl_recursive_lock_t *lock){ if (!lock->guard.done) { if (InterlockedIncrement (&lock->guard.started) == 0) /* This thread is the first one to need this lock. Initialize it. */ glthread_recursive_lock_init (lock); else /* Yield the CPU while waiting for another thread to finish initializing this lock. */ while (!lock->guard.done) Sleep (0); } { DWORD self = GetCurrentThreadId (); if (lock->owner != self) { EnterCriticalSection (&lock->lock); lock->owner = self; } if (++(lock->depth) == 0) /* wraparound? */ abort (); }}voidglthread_recursive_lock_unlock (gl_recursive_lock_t *lock){ if (lock->owner != GetCurrentThreadId ()) abort (); if (lock->depth == 0) abort (); if (--(lock->depth) == 0) { lock->owner = 0; LeaveCriticalSection (&lock->lock); }}voidglthread_recursive_lock_destroy (gl_recursive_lock_t *lock){ if (lock->owner != 0) abort (); DeleteCriticalSection (&lock->lock); lock->guard.done = 0;}/* -------------------------- gl_once_t datatype -------------------------- */voidglthread_once (gl_once_t *once_control, void (*initfunction) (void)){ if (once_control->inited <= 0) { if (InterlockedIncrement (&once_control->started) == 0) { /* This thread is the first one to come to this once_control. */ InitializeCriticalSection (&once_control->lock); EnterCriticalSection (&once_control->lock); once_control->inited = 0; initfunction (); once_control->inited = 1; LeaveCriticalSection (&once_control->lock); } else { /* Undo last operation. */ InterlockedDecrement (&once_control->started); /* Some other thread has already started the initialization. Yield the CPU while waiting for the other thread to finish initializing and taking the lock. */ while (once_control->inited < 0) Sleep (0); if (once_control->inited <= 0) { /* Take the lock. This blocks until the other thread has finished calling the initfunction. */ EnterCriticalSection (&once_control->lock); LeaveCriticalSection (&once_control->lock); if (!(once_control->inited > 0)) abort (); } } }}#endif/* ========================================================================= */
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