/* * Copyright (C) 2015-2017 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. ``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 * 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 #include #include #if OS(WINDOWS) #include #else #include #endif namespace WTF { static constexpr bool profileLockContention = false; void Lock::lockSlow() { if (profileLockContention) STACK_SHOT_PROFILE(4, 2, 5); // Heap allocations are forbidden on certain threads (e.g. audio rendering thread) for performance reasons so we need to // explicitly allow the following allocation(s). In some rare cases, the lockSlow() algorithm may cause allocations. DisableMallocRestrictionsForCurrentThreadScope disableMallocRestrictions; DefaultLockAlgorithm::lockSlow(m_byte); } void Lock::unlockSlow() { // Heap allocations are forbidden on certain threads (e.g. audio rendering thread) for performance reasons so we need to // explicitly allow the following allocation(s). In some rare cases, the unlockSlow() algorithm may cause allocations. DisableMallocRestrictionsForCurrentThreadScope disableMallocRestrictions; DefaultLockAlgorithm::unlockSlow(m_byte, DefaultLockAlgorithm::Unfair); } void Lock::unlockFairlySlow() { // Heap allocations are forbidden on certain threads (e.g. audio rendering thread) for performance reasons so we need to // explicitly allow the following allocation(s). In some rare cases, the unlockSlow() algorithm may cause allocations. DisableMallocRestrictionsForCurrentThreadScope disableMallocRestrictions; DefaultLockAlgorithm::unlockSlow(m_byte, DefaultLockAlgorithm::Fair); } void Lock::safepointSlow() { DefaultLockAlgorithm::safepointSlow(m_byte); } bool Lock::tryLockWithTimeout(Seconds timeout) { // This function may be called from a signal handler (e.g. via visit()). Hence, // it should only use APIs that are safe to call from signal handlers. This is // why we use unistd.h's sleep() instead of its alternatives. // We'll be doing sleep(1) between tries below. Hence, sleepPerRetry is 1. unsigned maxRetries = (timeout < Seconds::infinity()) ? timeout.value() : std::numeric_limits::max(); unsigned tryCount = 0; while (!tryLock() && tryCount++ <= maxRetries) { #if OS(WINDOWS) Sleep(1000); #else ::sleep(1); #endif } return isHeld(); } } // namespace WTF