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///////////////////////////////////////////////////////////////////////////////
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// Copyright (c) Electronic Arts Inc. All rights reserved.
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///////////////////////////////////////////////////////////////////////////////
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#if defined(EA_PRAGMA_ONCE_SUPPORTED)
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#pragma once // Some compilers (e.g. VC++) benefit significantly from using this. We've measured 3-4% build speed improvements in apps as a result.
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// Functionality related to memory and code generation synchronization.
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/////////////////////////////////////////////////////////////////////////////
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#ifndef EATHREAD_APPLE_EATHREAD_SYNC_APPLE_H
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#define EATHREAD_APPLE_EATHREAD_SYNC_APPLE_H
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#include <EABase/eabase.h>
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#include <libkern/OSAtomic.h>
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#define EA_THREAD_SYNC_IMPLEMENTED
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// EAProcessorPause
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// Intel has defined a 'pause' instruction for x86 processors starting with the P4, though this simply
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// maps to the otherwise undocumented 'rep nop' instruction. This pause instruction is important for
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// high performance spinning, as otherwise a high performance penalty incurs.
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#if defined(EA_PROCESSOR_X86) || defined(EA_PROCESSOR_X86_64)
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#define EAProcessorPause() __asm__ __volatile__ ("rep ; nop")
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#else
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#define EAProcessorPause()
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#endif
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// EAReadBarrier / EAWriteBarrier / EAReadWriteBarrier
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#define EAReadBarrier OSMemoryBarrier
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#define EAWriteBarrier OSMemoryBarrier
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#define EAReadWriteBarrier OSMemoryBarrier
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// EACompilerMemoryBarrier
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#define EACompilerMemoryBarrier() __asm__ __volatile__ ("":::"memory")
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#endif // EATHREAD_APPLE_EATHREAD_SYNC_APPLE_H
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