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+/*
+* Copyright (C) 2010, 2015 Apple Inc. All rights reserved.
+*
+* Redistribution and use in source and binary forms, with or without
+* modification, are permitted provided that the following conditions
+* are met:
+* 1. Redistributions of source code must retain the above copyright
+* notice, this list of conditions and the following disclaimer.
+* 2. Redistributions in binary form must reproduce the above copyright
+* notice, this list of conditions and the following disclaimer in the
+* documentation and/or other materials provided with the distribution.
+*
+* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS''
+* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
+* THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS
+* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
+* THE POSSIBILITY OF SUCH DAMAGE.
+*/
+
+#include "config.h"
+#include "WorkQueue.h"
+
+#include <wtf/MathExtras.h>
+#include <wtf/Threading.h>
+#include <wtf/win/WorkItemWin.h>
+
+namespace WTF {
+
+void WorkQueue::handleCallback(void* context, BOOLEAN timerOrWaitFired)
+{
+ ASSERT_ARG(context, context);
+ ASSERT_ARG(timerOrWaitFired, !timerOrWaitFired);
+
+ WorkItemWin* item = static_cast<WorkItemWin*>(context);
+ RefPtr<WorkQueue> queue = item->queue();
+
+ {
+ MutexLocker lock(queue->m_workItemQueueLock);
+ queue->m_workItemQueue.append(item);
+
+ // If no other thread is performing work, we can do it on this thread.
+ if (!queue->tryRegisterAsWorkThread()) {
+ // Some other thread is performing work. Since we hold the queue lock, we can be sure
+ // that the work thread is not exiting due to an empty queue and will process the work
+ // item we just added to it. If we weren't holding the lock we'd have to signal
+ // m_performWorkEvent to make sure the work item got picked up.
+ return;
+ }
+ }
+
+ queue->performWorkOnRegisteredWorkThread();
+}
+
+DWORD WorkQueue::workThreadCallback(void* context)
+{
+ ASSERT_ARG(context, context);
+
+ WorkQueue* queue = static_cast<WorkQueue*>(context);
+
+ if (!queue->tryRegisterAsWorkThread())
+ return 0;
+
+ queue->performWorkOnRegisteredWorkThread();
+ return 0;
+}
+
+void WorkQueue::performWorkOnRegisteredWorkThread()
+{
+ ASSERT(m_isWorkThreadRegistered);
+
+ m_workItemQueueLock.lock();
+
+ while (!m_workItemQueue.isEmpty()) {
+ Vector<RefPtr<WorkItemWin>> workItemQueue;
+ m_workItemQueue.swap(workItemQueue);
+
+ // Allow more work to be scheduled while we're not using the queue directly.
+ m_workItemQueueLock.unlock();
+ for (auto& workItem : workItemQueue) {
+ workItem->function()();
+ deref();
+ }
+ m_workItemQueueLock.lock();
+ }
+
+ // One invariant we maintain is that any work scheduled while a work thread is registered will
+ // be handled by that work thread. Unregister as the work thread while the queue lock is still
+ // held so that no work can be scheduled while we're still registered.
+ unregisterAsWorkThread();
+
+ m_workItemQueueLock.unlock();
+}
+
+void WorkQueue::platformInitialize(const char* name, Type, QOS)
+{
+ m_isWorkThreadRegistered = 0;
+ m_timerQueue = ::CreateTimerQueue();
+ ASSERT_WITH_MESSAGE(m_timerQueue, "::CreateTimerQueue failed with error %lu", ::GetLastError());
+}
+
+bool WorkQueue::tryRegisterAsWorkThread()
+{
+ LONG result = ::InterlockedCompareExchange(&m_isWorkThreadRegistered, 1, 0);
+ ASSERT(!result || result == 1);
+ return !result;
+}
+
+void WorkQueue::unregisterAsWorkThread()
+{
+ LONG result = ::InterlockedCompareExchange(&m_isWorkThreadRegistered, 0, 1);
+ ASSERT_UNUSED(result, result == 1);
+}
+
+void WorkQueue::platformInvalidate()
+{
+#if !ASSERT_DISABLED
+ MutexLocker lock(m_handlesLock);
+ ASSERT(m_handles.isEmpty());
+#endif
+
+ // FIXME: We need to ensure that any timer-queue timers that fire after this point don't try to
+ // access this WorkQueue <http://webkit.org/b/44690>.
+ ::DeleteTimerQueueEx(m_timerQueue, 0);
+}
+
+void WorkQueue::dispatch(std::function<void()> function)
+{
+ MutexLocker locker(m_workItemQueueLock);
+ ref();
+ m_workItemQueue.append(WorkItemWin::create(function, this));
+
+ // Spawn a work thread to perform the work we just added. As an optimization, we avoid
+ // spawning the thread if a work thread is already registered. This prevents multiple work
+ // threads from being spawned in most cases. (Note that when a work thread has been spawned but
+ // hasn't registered itself yet, m_isWorkThreadRegistered will be false and we'll end up
+ // spawning a second work thread here. But work thread registration process will ensure that
+ // only one thread actually ends up performing work.)
+ if (!m_isWorkThreadRegistered)
+ ::QueueUserWorkItem(workThreadCallback, this, WT_EXECUTEDEFAULT);
+}
+
+struct TimerContext : public ThreadSafeRefCounted<TimerContext> {
+ static RefPtr<TimerContext> create() { return adoptRef(new TimerContext); }
+
+ WorkQueue* queue;
+ std::function<void()> function;
+ Mutex timerMutex;
+ HANDLE timer;
+
+private:
+ TimerContext()
+ : queue(nullptr)
+ , timer(0)
+ {
+ }
+};
+
+void WorkQueue::timerCallback(void* context, BOOLEAN timerOrWaitFired)
+{
+ ASSERT_ARG(context, context);
+ ASSERT_UNUSED(timerOrWaitFired, timerOrWaitFired);
+
+ // Balanced by leakRef in scheduleWorkAfterDelay.
+ RefPtr<TimerContext> timerContext = adoptRef(static_cast<TimerContext*>(context));
+
+ timerContext->queue->dispatch(timerContext->function);
+
+ MutexLocker lock(timerContext->timerMutex);
+ ASSERT(timerContext->timer);
+ ASSERT(timerContext->queue->m_timerQueue);
+ if (!::DeleteTimerQueueTimer(timerContext->queue->m_timerQueue, timerContext->timer, 0)) {
+ // Getting ERROR_IO_PENDING here means that the timer will be destroyed once the callback is done executing.
+ ASSERT_WITH_MESSAGE(::GetLastError() == ERROR_IO_PENDING, "::DeleteTimerQueueTimer failed with error %lu", ::GetLastError());
+ }
+}
+
+void WorkQueue::dispatchAfter(std::chrono::nanoseconds duration, std::function<void()> function)
+{
+ ASSERT(m_timerQueue);
+ ref();
+
+ RefPtr<TimerContext> context = TimerContext::create();
+ context->queue = this;
+ context->function = function;
+
+ {
+ // The timer callback could fire before ::CreateTimerQueueTimer even returns, so we protect
+ // context->timer with a mutex to ensure the timer callback doesn't access it before the
+ // timer handle has been stored in it.
+ MutexLocker lock(context->timerMutex);
+
+ int64_t milliseconds = std::chrono::duration_cast<std::chrono::milliseconds>(duration).count();
+
+ // From empirical testing, we've seen CreateTimerQueueTimer() sometimes fire up to 5+ ms early.
+ // This causes havoc for clients of this code that expect to not be called back until the
+ // specified duration has expired. Other folks online have also observed some slop in the
+ // firing times of CreateTimerQuqueTimer(). From the data posted at
+ // http://omeg.pl/blog/2011/11/on-winapi-timers-and-their-resolution, it appears that the slop
+ // can be up to about 10 ms. To ensure that we don't fire the timer early, we'll tack on a
+ // slop adjustment to the duration, and we'll use double the worst amount of slop observed
+ // so far.
+ const int64_t slopAdjustment = 20;
+ if (milliseconds)
+ milliseconds += slopAdjustment;
+
+ // Since our timer callback is quick, we can execute in the timer thread itself and avoid
+ // an extra thread switch over to a worker thread.
+ if (!::CreateTimerQueueTimer(&context->timer, m_timerQueue, timerCallback, context.get(), clampTo<DWORD>(milliseconds), 0, WT_EXECUTEINTIMERTHREAD)) {
+ ASSERT_WITH_MESSAGE(false, "::CreateTimerQueueTimer failed with error %lu", ::GetLastError());
+ return;
+ }
+ }
+
+ // The timer callback will handle destroying context.
+ context.release().leakRef();
+}
+
+void WorkQueue::unregisterWaitAndDestroyItemSoon(PassRefPtr<HandleWorkItem> item)
+{
+ // We're going to make a blocking call to ::UnregisterWaitEx before closing the handle. (The
+ // blocking version of ::UnregisterWaitEx is much simpler than the non-blocking version.) If we
+ // do this on the current thread, we'll deadlock if we're currently in a callback function for
+ // the wait we're unregistering. So instead we do it asynchronously on some other worker thread.
+
+ ::QueueUserWorkItem(unregisterWaitAndDestroyItemCallback, item.leakRef(), WT_EXECUTEDEFAULT);
+}
+
+DWORD WINAPI WorkQueue::unregisterWaitAndDestroyItemCallback(void* context)
+{
+ ASSERT_ARG(context, context);
+ RefPtr<HandleWorkItem> item = adoptRef(static_cast<HandleWorkItem*>(context));
+
+ // Now that we know we're not in a callback function for the wait we're unregistering, we can
+ // make a blocking call to ::UnregisterWaitEx.
+ if (!::UnregisterWaitEx(item->waitHandle(), INVALID_HANDLE_VALUE)) {
+ DWORD error = ::GetLastError();
+ ASSERT_NOT_REACHED();
+ }
+
+ return 0;
+}
+
+#if PLATFORM(QT)
+void WorkQueue::registerHandle(HANDLE handle, const std::function<void()>& function)
+{
+ RefPtr<HandleWorkItem> handleItem = HandleWorkItem::createByAdoptingHandle(handle, function, this);
+
+ {
+ MutexLocker lock(m_handlesLock);
+ ASSERT_ARG(handle, !m_handles.contains(handle));
+ m_handles.set(handle, handleItem);
+ }
+
+ HANDLE waitHandle;
+ if (!::RegisterWaitForSingleObject(&waitHandle, handle, handleCallback, handleItem.get(), INFINITE, WT_EXECUTEDEFAULT)) {
+ DWORD error = ::GetLastError();
+ ASSERT_NOT_REACHED();
+ }
+ handleItem->setWaitHandle(waitHandle);
+}
+
+void WorkQueue::unregisterAndCloseHandle(HANDLE handle)
+{
+ RefPtr<HandleWorkItem> item;
+ {
+ MutexLocker locker(m_handlesLock);
+ ASSERT_ARG(handle, m_handles.contains(handle));
+ item = m_handles.take(handle);
+ }
+
+ unregisterWaitAndDestroyItemSoon(item.release());
+}
+#endif
+
+} // namespace WTF