FreeRDP/winpr/libwinpr/utils/collections/Queue.c
Norbert Federa 3a58934eb2 libwinpr-utils: Use criticalsection with spincount
Use InitializeCriticalSectionAndSpinCount instead of IntializeCriticalSection.
Using spin counts for critical sections of short duration enables the calling
thread to avoid the wait operation in most situations which can dramatically
improve the overall performance on multiprocessor systems.

On Linux this change has no effect because the new winpr critical section
implementation does not use the SpinCount field under Linux because the NPTL
synchronization primitives are implemented using the extremely performant
futex system calls which have this magic already built in.

However, on Mac OS X this change improved the overall performance of the
multithreaded RemoteFX decoder by 25 percent.

I've used a SpinCount of 4000 which avoided 99 percent of the wait calls.
This value is also used by Microsoft's heap manager for its per-heap
critical sections.

Note: This change requires pull request #1397 to be merged.
2013-08-07 18:16:01 +02:00

264 lines
4.9 KiB
C

/**
* WinPR: Windows Portable Runtime
* System.Collections.Queue
*
* Copyright 2012 Marc-Andre Moreau <marcandre.moreau@gmail.com>
*
* 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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <winpr/crt.h>
#include <winpr/collections.h>
/**
* C equivalent of the C# Queue Class:
* http://msdn.microsoft.com/en-us/library/system.collections.queue.aspx
*/
/**
* Properties
*/
/**
* Gets the number of elements contained in the Queue.
*/
int Queue_Count(wQueue* queue)
{
return queue->size;
}
/**
* Lock access to the ArrayList
*/
void Queue_Lock(wQueue* queue)
{
EnterCriticalSection(&queue->lock);
}
/**
* Unlock access to the ArrayList
*/
void Queue_Unlock(wQueue* queue)
{
LeaveCriticalSection(&queue->lock);
}
/**
* Gets an event which is set when the queue is non-empty
*/
HANDLE Queue_Event(wQueue* queue)
{
return queue->event;
}
/**
* Methods
*/
/**
* Removes all objects from the Queue.
*/
void Queue_Clear(wQueue* queue)
{
int index;
if (queue->synchronized)
EnterCriticalSection(&queue->lock);
for (index = queue->head; index != queue->tail; index = (index + 1) % queue->capacity)
{
if (queue->object.fnObjectFree)
queue->object.fnObjectFree(queue->array[index]);
queue->array[index] = NULL;
}
queue->size = 0;
queue->head = queue->tail = 0;
if (queue->synchronized)
LeaveCriticalSection(&queue->lock);
}
/**
* Determines whether an element is in the Queue.
*/
BOOL Queue_Contains(wQueue* queue, void* obj)
{
int index;
BOOL found = FALSE;
if (queue->synchronized)
EnterCriticalSection(&queue->lock);
for (index = 0; index < queue->tail; index++)
{
if (queue->array[index] == obj)
{
found = TRUE;
break;
}
}
if (queue->synchronized)
LeaveCriticalSection(&queue->lock);
return found;
}
/**
* Adds an object to the end of the Queue.
*/
void Queue_Enqueue(wQueue* queue, void* obj)
{
if (queue->synchronized)
EnterCriticalSection(&queue->lock);
if (queue->size == queue->capacity)
{
int old_capacity;
int new_capacity;
old_capacity = queue->capacity;
new_capacity = queue->capacity * queue->growthFactor;
queue->capacity = new_capacity;
queue->array = (void**) realloc(queue->array, sizeof(void*) * queue->capacity);
ZeroMemory(&(queue->array[old_capacity]), old_capacity * sizeof(void*));
if (queue->tail < old_capacity)
{
CopyMemory(&(queue->array[old_capacity]), queue->array, queue->tail * sizeof(void*));
queue->tail += old_capacity;
}
}
queue->array[queue->tail] = obj;
queue->tail = (queue->tail + 1) % queue->capacity;
queue->size++;
SetEvent(queue->event);
if (queue->synchronized)
LeaveCriticalSection(&queue->lock);
}
/**
* Removes and returns the object at the beginning of the Queue.
*/
void* Queue_Dequeue(wQueue* queue)
{
void* obj = NULL;
if (queue->synchronized)
EnterCriticalSection(&queue->lock);
if (queue->size > 0)
{
obj = queue->array[queue->head];
queue->array[queue->head] = NULL;
queue->head = (queue->head + 1) % queue->capacity;
queue->size--;
}
if (queue->size < 1)
ResetEvent(queue->event);
if (queue->synchronized)
LeaveCriticalSection(&queue->lock);
return obj;
}
/**
* Returns the object at the beginning of the Queue without removing it.
*/
void* Queue_Peek(wQueue* queue)
{
void* obj = NULL;
if (queue->synchronized)
EnterCriticalSection(&queue->lock);
if (queue->size > 0)
obj = queue->array[queue->head];
if (queue->synchronized)
LeaveCriticalSection(&queue->lock);
return obj;
}
/**
* Construction, Destruction
*/
wQueue* Queue_New(BOOL synchronized, int capacity, int growthFactor)
{
wQueue* queue = NULL;
queue = (wQueue*) malloc(sizeof(wQueue));
if (queue)
{
queue->head = 0;
queue->tail = 0;
queue->size = 0;
queue->capacity = 32;
queue->growthFactor = 2;
queue->synchronized = synchronized;
if (capacity > 0)
queue->capacity = capacity;
if (growthFactor > 0)
queue->growthFactor = growthFactor;
queue->array = (void**) malloc(sizeof(void*) * queue->capacity);
ZeroMemory(queue->array, sizeof(void*) * queue->capacity);
InitializeCriticalSectionAndSpinCount(&queue->lock, 4000);
queue->event = CreateEvent(NULL, TRUE, FALSE, NULL);
ZeroMemory(&queue->object, sizeof(wObject));
}
return queue;
}
void Queue_Free(wQueue* queue)
{
Queue_Clear(queue);
CloseHandle(queue->event);
DeleteCriticalSection(&queue->lock);
free(queue->array);
free(queue);
}