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Assert no lock required

This is a technique I learnt about from Jason Gregory's excellent book, Game Engine Architecture (3rd Edition) . If you have a shared resource accessed by multiple threads, where you're fairly certain that it's only ever accessed by one thread at a time, you can use an assert() to check for this at debug time without having to pay the runtime cost of locking a mutex. The implementation is fairly straightforward: class UnnecessaryMutex { public: void lock() { assert(!_locked); _locked = true; } void unlock() { assert(_locked); _locked = false; } private: volatile bool _locked = false; }; #ifdef ENABLE_LOCK_ASSERTS #define BEGIN_ASSERT_LOCK_NOT_REQUIRED(mutex) (mutex).lock() #define END_ASSERT_LOCK_NOT_REQUIRED(mutex) (mutex).unlock() #else #define BEGIN_ASSERT_LOCK_NOT_REQUIRED(mutex) #define END_ASSERT_LOCK_NOT_REQUIRED(mutex) #endif Usage is equally straightforward: UnnecessaryMutex gMutex; void PossiblyOverlappingFunction