/* * Copyright (c) 2020, Sergey Bugaev * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include enum State : i32 { INITIAL = PTHREAD_ONCE_INIT, DONE, PERFORMING_NO_WAITERS, PERFORMING_WITH_WAITERS, }; // https://pubs.opengroup.org/onlinepubs/9699919799/functions/pthread_once.html int pthread_once(pthread_once_t* self, void (*callback)(void)) { auto& state = reinterpret_cast&>(*self); // See what the current state is, and at the same time grab the lock if we // got here first. We need acquire ordering here because if we see // State::DONE, everything we do after that should "happen after" everything // the other thread has done before writing the State::DONE. State state2 = State::INITIAL; bool have_exchanged = state.compare_exchange_strong( state2, State::PERFORMING_NO_WAITERS, AK::memory_order_acquire); if (have_exchanged) { // We observed State::INITIAL and we've changed it to // State::PERFORMING_NO_WAITERS, so it's us who should perform the // operation. callback(); // Now, record that we're done. state2 = state.exchange(State::DONE, AK::memory_order_release); switch (state2) { case State::INITIAL: case State::DONE: VERIFY_NOT_REACHED(); case State::PERFORMING_NO_WAITERS: // The fast path: there's no contention, so we don't have to wake // anyone. break; case State::PERFORMING_WITH_WAITERS: futex_wake(self, INT_MAX); break; } return 0; } // We did not get there first. Let's see if we have to wait. // state2 contains the observed state. while (true) { switch (state2) { case State::INITIAL: VERIFY_NOT_REACHED(); case State::DONE: // Awesome, nothing to do then. return 0; case State::PERFORMING_NO_WAITERS: // We're going to wait for it, but we have to record that we're // waiting and the other thread should wake us up. We need acquire // ordering here for the same reason as above. have_exchanged = state.compare_exchange_strong( state2, State::PERFORMING_WITH_WAITERS, AK::memory_order_acquire); if (!have_exchanged) { // Something has changed already, reevaluate without waiting. continue; } state2 = State::PERFORMING_WITH_WAITERS; [[fallthrough]]; case State::PERFORMING_WITH_WAITERS: // Let's wait for it. futex_wait(self, state2, nullptr, 0); // We have been woken up, but that might have been due to a signal // or something, so we have to reevaluate. We need acquire ordering // here for the same reason as above. Hopefully we'll just see // State::DONE this time, but who knows. state2 = state.load(AK::memory_order_acquire); continue; } } }