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/**
* Copyright (c) 2010-2023 JogAmp Community. All rights reserved.
* Copyright (c) 2003 Sun Microsystems, 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:
*
* -Redistribution of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* -Redistribution 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.
*
* Neither the name of Sun Microsystems, Inc. or the names of contributors may
* be used to endorse or promote products derived from this software without
* specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any kind.
* ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, INCLUDING
* ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR
* NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS
* LICENSORS SHALL NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A
* RESULT OF USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES.
* IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT
* OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR
* PUNITIVE DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
* ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS
* BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed or intended for use in the
* design, construction, operation or maintenance of any nuclear facility.
*/
package com.jogamp.openal.sound3d;
import com.jogamp.common.util.locks.LockFactory;
import com.jogamp.common.util.locks.RecursiveLock;
import com.jogamp.openal.*;
import com.jogamp.openal.util.ALHelpers;
/**
* This class provides a Sound3D Context associated with a specified device.
*
* @author Athomas Goldberg, Sven Gothel, et al.
*/
public final class Context {
private final RecursiveLock lock = LockFactory.createRecursiveLock();
private final Device device;
private volatile ALCcontext alCtx;
private boolean threadContextLocked;
public final boolean hasALC_thread_local_context;
private static final ThreadLocal<Context> currentContext = new ThreadLocal<Context>();
/**
* Creates a new Context for a given {@link ALCcontext} for the specified device.
*
* @param realContext {@link ALCcontext} instance, maybe null
* @param device The device the Context belongs to, must be valid
*/
public Context(final ALCcontext realContext, final Device device) {
this.device = device;
this.alCtx = realContext;
{
final boolean v;
if( makeCurrent(false) ) {
v = AudioSystem3D.alc.alcIsExtensionPresent(null, ALHelpers.ALC_EXT_thread_local_context) ||
AudioSystem3D.alc.alcIsExtensionPresent(device.getALDevice(), ALHelpers.ALC_EXT_thread_local_context);
release(false);
} else {
v = false;
}
hasALC_thread_local_context = v;
}
}
/**
* Creates a new Context for a specified device including native {@link ALCcontext} creation.
*
* @param device The device the Context is being created for, must be valid.
* @param attributes list of {@link ALCcontext} attributes for context creation, maybe empty or null
*/
public Context(final Device device, final int[] attributes) {
this( createImpl(device.getALDevice(), attributes), device);
}
/**
* Creates a new {@link ALCcontext}.
*
* @param alDevice a valid {@link ALCdevice}
* @param attributes lost of {@link ALCcontext} attributes for context creation
*/
private static ALCcontext createImpl(final ALCdevice alDevice, final int[] attributes) {
if( null != attributes && attributes.length > 0 ) {
return AudioSystem3D.alc.alcCreateContext(alDevice, attributes, 0);
} else {
return AudioSystem3D.alc.alcCreateContext(alDevice, null);
}
}
/**
* Creates the internal {@link ALCcontext} instance if {@link #getALContext()} is null
* @param attributes lost of {@link ALCcontext} attributes for context creation
* @return true if the internal context has been successfully created, otherwise false
*/
public boolean create(final int[] attributes) {
lock.lock();
try {
if( null == alCtx ) {
alCtx = createImpl(device.getALDevice(), attributes);
return null != alCtx;
}
return false;
} finally {
lock.unlock();
}
}
/**
* Recreates the internal {@link ALCcontext} instance, i.e. destroys it first if {@link #getALContext()} not null.
* <p>
* Context is made current again if it was current before.
* </p>
* @param attributes lost of {@link ALCcontext} attributes for context creation
* @return true if the internal context has been successfully recreated and made current again if was current before, otherwise false
*/
public boolean recreate(final int[] attributes) {
lock.lock();
try {
final boolean wasCurrent = this == getCurrentContext();
destroyImpl();
alCtx = createImpl(device.getALDevice(), attributes);
if( null != alCtx ) {
if( wasCurrent ) {
return makeCurrentImpl();
} else {
return false;
}
} else {
return false;
}
} finally {
lock.unlock();
}
}
/** Returns the OpenAL {@link ALCcontext}. */
public ALCcontext getALContext() { return alCtx; }
/** Returns whether {@link #getALContext()} is valid, i.e. not null, e.g. not {@link #destroy()}'ed. */
public boolean isValid() { return null != alCtx; }
/** Return {@link ALC#alcGetError(ALCdevice)} using {@link #getDevice()}. */
public int getALCError() {
return device.getALCError();
}
/**
* destroys this context freeing its resources.
*/
public void destroy() {
lock.lock();
try {
destroyImpl();
if( currentContext.get() == this ) {
currentContext.set(null);
}
// unroll lock !
while(lock.getHoldCount() > 1) {
lock.unlock();
}
} finally {
lock.unlock();
}
}
private void destroyImpl() {
if( null != alCtx ) {
if( threadContextLocked ) {
AudioSystem3D.alExt.alcSetThreadContext(null);
} else {
AudioSystem3D.alc.alcMakeContextCurrent(null);
}
AudioSystem3D.alc.alcDestroyContext(alCtx);
alCtx = null;
}
}
/**
* Returns this thread current context.
* If no context is current, returns null.
*
* @return the context current on this thread, or null if no context is current.
* @see #makeCurrent()
* @see #release()
*/
public static Context getCurrentContext() {
return currentContext.get();
}
/** Return the lock count of this context, i.e. 0 if not locked, 1 if locked once, >1 for recursive locks. */
public int getLockCount() {
return lock.getHoldCount();
}
/**
* Makes the audio context current on the calling thread.
* <p>
* Recursive call to {@link #makeCurrent()} and hence {@link #release()} are supported.
* </p>
* <p>
* At any point in time one context can only be current on one thread,
* and one thread can only have one context current.
* </p>
* @param throwException if true, throws ALException if {@link #getALContext()} is null, current thread holds another context or failed to natively make current
* @return true if {@link #getALContext()} is valid, current thread holds no other context and context successfully made current, otherwise false
* @see #release()
*/
public boolean makeCurrent(final boolean throwException) throws ALException {
lock.lock();
if( null == alCtx ) {
lock.unlock();
if( throwException ) {
throw new ALException("Invalid "+this);
}
return false;
}
// One context can only be current on one thread,
// and one thread can only have one context current!
final Context current = getCurrentContext();
if (current != null) {
if (current == this) { // implicit recursive locking, lock.getHoldCount() > 1
return true;
} else {
lock.unlock();
if( throwException ) {
throw new ALException("Current thread "+Thread.currentThread()+" holds another "+current+" while claiming this "+this);
}
return false;
}
}
final boolean r = makeCurrentImpl();
if( r ) {
currentContext.set(this);
} else {
lock.unlock();
if( throwException ) {
throw new ALException("Context make current failed "+this);
}
}
return r;
}
private boolean makeCurrentImpl() {
if( hasALC_thread_local_context ) {
threadContextLocked = true;
return AudioSystem3D.alExt.alcSetThreadContext(alCtx);
} else {
threadContextLocked = false;
return AudioSystem3D.alc.alcMakeContextCurrent(alCtx);
}
}
/**
* Releases control of this audio context from the current thread, if implementation utilizes context locking.
* <p>
* Recursive call to {@link #makeCurrent()} and hence {@link #release()} are supported.
* </p>
* <p>
* If native release fails, internal lock is not released.
* </p>
* @param throwException if true, throws ALException if context has not been previously made current on current thread
* or native release failed.
* @return true if context has previously been made current on the current thread and successfully released, otherwise false
* @see #makeCurrent()
*/
public boolean release(final boolean throwException) throws ALException {
if( !lock.isOwner( Thread.currentThread() ) ) {
if( throwException ) {
throw new ALException("Context not held on current thread "+Thread.currentThread()+", "+this);
}
return false;
}
if( lock.getHoldCount() == 1 ) {
final boolean r;
if( threadContextLocked ) {
r = AudioSystem3D.alExt.alcSetThreadContext(null);
} else {
r = AudioSystem3D.alc.alcMakeContextCurrent(null);
}
if( r ) {
currentContext.set(null);
} else {
if( throwException ) {
throw new ALException("Context release failed "+this);
}
return false; // skip unlock!
}
}
lock.unlock();
return true;
}
/**
* Suspend this context
*/
public void suspend() {
AudioSystem3D.alc.alcSuspendContext(alCtx);
}
/**
* Gets the device associated with this context.
*
* @return the device associated with this context.
*/
public Device getDevice() {
return device;
}
@Override
public String toString() {
final String alCtxStr = null != alCtx ? "0x"+Integer.toHexString(alCtx.hashCode()) : "null";
return "ALContext[this 0x"+Integer.toHexString(hashCode())+", alCtx "+alCtxStr+" lockCount "+lock.getHoldCount()+", on "+device+"]";
}
}
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