diff options
author | Kenneth Russel <[email protected]> | 2009-06-15 22:52:34 +0000 |
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committer | Kenneth Russel <[email protected]> | 2009-06-15 22:52:34 +0000 |
commit | 506b634b780dcd23aa61015c2ceba3e687196abf (patch) | |
tree | 897649a36cc769351704a050828f8e0e994c5686 /src/classes/javax/media/opengl/Threading.java | |
parent | 04c0c10bfee764dbd0301ae83a0fae695dcb5b23 (diff) |
Deleted obsolete source code in preparation for copying JOGL_2_SANDBOX
on to trunk
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@1958 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/javax/media/opengl/Threading.java')
-rwxr-xr-x | src/classes/javax/media/opengl/Threading.java | 313 |
1 files changed, 0 insertions, 313 deletions
diff --git a/src/classes/javax/media/opengl/Threading.java b/src/classes/javax/media/opengl/Threading.java deleted file mode 100755 index d3712c4c5..000000000 --- a/src/classes/javax/media/opengl/Threading.java +++ /dev/null @@ -1,313 +0,0 @@ -/* - * 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. - * - * Sun gratefully acknowledges that this software was originally authored - * and developed by Kenneth Bradley Russell and Christopher John Kline. - */ - -package javax.media.opengl; - -import java.awt.EventQueue; -import java.lang.reflect.InvocationTargetException; -import java.security.AccessController; -import java.security.PrivilegedAction; - -import com.sun.opengl.impl.*; - -/** This API provides access to the threading model for the implementation of - the classes in this package. - - <P> - - OpenGL is specified as a thread-safe API, but in practice there - are multithreading-related issues on most, if not all, of the - platforms which support it. For example, some OpenGL - implementations do not behave well when one context is made - current first on one thread, released, and then made current on a - second thread, although this is legal according to the OpenGL - specification. On other platforms there are other problems. - - <P> - - Due to these limitations, and due to the inherent multithreading - in the Java platform (in particular, in the Abstract Window - Toolkit), it is often necessary to limit the multithreading - occurring in the typical application using the OpenGL API. - - <P> - - In the current reference implementation, for instance, multithreading - has been limited by - forcing all OpenGL-related work for GLAutoDrawables on to a single - thread. In other words, if an application uses only the - GLAutoDrawable and GLEventListener callback mechanism, it is - guaranteed to have the most correct single-threaded behavior on - all platforms. - - <P> - - Applications using the GLContext makeCurrent/release API directly - will inherently break this single-threaded model, as these methods - require that the OpenGL context be made current on the current - thread immediately. For applications wishing to integrate better - with an implementation that uses the single-threaded model, this - class provides public access to the mechanism used by the implementation. - - <P> - - Users can execute Runnables on the - internal thread used for performing OpenGL work, and query whether - the current thread is already this thread. Using these mechanisms - the user can move work from the current thread on to the internal - OpenGL thread if desired. - - <P> - - This class also provides mechanisms for querying whether this - internal serialization of OpenGL work is in effect, and a - programmatic way of disabling it. In the current reference - implementation it is enabled by default, although it could be - disabled in the future if OpenGL drivers become more robust on - all platforms. - - <P> - - In addition to specifying programmatically whether the single - thread for OpenGL work is enabled, users may switch it on and off - using the system property <code>opengl.1thread</code>. Valid values - for this system property are: - - <PRE> - -Dopengl.1thread=false Disable single-threading of OpenGL work - -Dopengl.1thread=true Enable single-threading of OpenGL work (default -- on a newly-created worker thread) - -Dopengl.1thread=auto Select default single-threading behavior (currently on) - -Dopengl.1thread=awt Enable single-threading of OpenGL work on AWT event dispatch thread (current default on all - platforms, and also the default behavior older releases) - -Dopengl.1thread=worker Enable single-threading of OpenGL work on newly-created worker thread (not suitable for Mac - OS X or X11 platforms, and risky on Windows in applet environments) - </PRE> -*/ - -public class Threading { - private static boolean singleThreaded = true; - private static final int AWT = 1; - private static final int WORKER = 2; - private static int mode; - // We need to know whether we're running on X11 platforms to change - // our behavior when the Java2D/JOGL bridge is active - private static boolean isX11; - - static { - AccessController.doPrivileged(new PrivilegedAction() { - public Object run() { - String workaround = System.getProperty("opengl.1thread"); - // Default to using the AWT thread on all platforms except - // Windows. On OS X there is instability apparently due to - // using the JAWT on non-AWT threads. On X11 platforms there - // are potential deadlocks which can be caused if the AWT - // EventQueue thread hands work off to the GLWorkerThread - // while holding the AWT lock. The optimization of - // makeCurrent / release calls isn't worth these stability - // problems. - String osName = System.getProperty("os.name"); - boolean isWindows = osName.startsWith("Windows"); - isX11 = !(isWindows || osName.startsWith("Mac OS")); - // int defaultMode = (isWindows ? WORKER : AWT); - int defaultMode = AWT; - mode = defaultMode; - if (workaround != null) { - workaround = workaround.toLowerCase(); - if (workaround.equals("true") || - workaround.equals("auto")) { - // Nothing to do; singleThreaded and mode already set up - } else if (workaround.equals("worker")) { - singleThreaded = true; - mode = WORKER; - } else if (workaround.equals("awt")) { - singleThreaded = true; - mode = AWT; - } else { - singleThreaded = false; - } - } - printWorkaroundNotice(); - return null; - } - }); - } - - /** No reason to ever instantiate this class */ - private Threading() {} - - /** If an implementation of the javax.media.opengl APIs offers a - multithreading option but the default behavior is single-threading, - this API provides a mechanism for end users to disable single-threading - in this implementation. Users are strongly discouraged from - calling this method unless they are aware of all of the - consequences and are prepared to enforce some amount of - threading restrictions in their applications. Disabling - single-threading, for example, may have unintended consequences - on GLAutoDrawable implementations such as GLCanvas, GLJPanel and - GLPbuffer. Currently there is no supported way to re-enable it - once disabled, partly to discourage careless use of this - method. This method should be called as early as possible in an - application. */ - public static void disableSingleThreading() { - singleThreaded = false; - if (Debug.verbose()) { - System.err.println("Application forced disabling of single-threading of javax.media.opengl implementation"); - } - } - - /** Indicates whether OpenGL work is being automatically forced to a - single thread in this implementation. */ - public static boolean isSingleThreaded() { - return singleThreaded; - } - - /** Indicates whether the current thread is the single thread on - which this implementation of the javax.media.opengl APIs - performs all of its OpenGL-related work. This method should only - be called if the single-thread model is in effect. */ - public static boolean isOpenGLThread() throws GLException { - if (!isSingleThreaded()) { - throw new GLException("Should only call this in single-threaded mode"); - } - - switch (mode) { - case AWT: - if (Java2D.isOGLPipelineActive()) { - // FIXME: ideally only the QFT would be considered to be the - // "OpenGL thread", but we can not currently run all of - // JOGL's OpenGL work on that thread. See the FIXME in - // invokeOnOpenGLThread. - return (Java2D.isQueueFlusherThread() || - (isX11 && EventQueue.isDispatchThread())); - } else { - return EventQueue.isDispatchThread(); - } - case WORKER: - if (Java2D.isOGLPipelineActive()) { - // FIXME: ideally only the QFT would be considered to be the - // "OpenGL thread", but we can not currently run all of - // JOGL's OpenGL work on that thread. See the FIXME in - // invokeOnOpenGLThread. - return (Java2D.isQueueFlusherThread() || - (isX11 && GLWorkerThread.isWorkerThread())); - } else { - return GLWorkerThread.isWorkerThread(); - } - default: - throw new InternalError("Illegal single-threading mode " + mode); - } - } - - /** Executes the passed Runnable on the single thread used for all - OpenGL work in this javax.media.opengl API implementation. It is - not specified exactly which thread is used for this - purpose. This method should only be called if the single-thread - model is in use and if the current thread is not the OpenGL - thread (i.e., if <code>isOpenGLThread()</code> returns - false). It is up to the end user to check to see whether the - current thread is the OpenGL thread and either execute the - Runnable directly or perform the work inside it. */ - public static void invokeOnOpenGLThread(Runnable r) throws GLException { - if (!isSingleThreaded()) { - throw new GLException ("Should only call this in single-threaded mode"); - } - - if (isOpenGLThread()) { - throw new GLException ("Should only call this from other threads than the OpenGL thread"); - } - - switch (mode) { - case AWT: - // FIXME: ideally should run all OpenGL work on the Java2D QFT - // thread when it's enabled, but unfortunately there are - // deadlock issues on X11 platforms when making our - // heavyweight OpenGL contexts current on the QFT because we - // perform the JAWT lock inside the makeCurrent() - // implementation, which attempts to grab the AWT lock on the - // QFT which is not allowed. For now, on X11 platforms, - // continue to perform this work on the EDT. - if (Java2D.isOGLPipelineActive() && !isX11) { - Java2D.invokeWithOGLContextCurrent(null, r); - } else { - try { - EventQueue.invokeAndWait(r); - } catch (InvocationTargetException e) { - throw new GLException(e.getTargetException()); - } catch (InterruptedException e) { - throw new GLException(e); - } - } - break; - - case WORKER: - if (!GLWorkerThread.isStarted()) { - synchronized (GLWorkerThread.class) { - if (!GLWorkerThread.isStarted()) { - GLWorkerThread.start(); - } - } - } - try { - GLWorkerThread.invokeAndWait(r); - } catch (InvocationTargetException e) { - throw new GLException(e.getTargetException()); - } catch (InterruptedException e) { - throw new GLException(e); - } - break; - - default: - throw new InternalError("Illegal single-threading mode " + mode); - } - } - - /** This is a workaround for AWT-related deadlocks which only seem - to show up in the context of applets */ - static boolean isAWTMode() { - return (mode == AWT); - } - - private static void printWorkaroundNotice() { - if (singleThreaded && Debug.verbose()) { - System.err.println("Using " + - (mode == AWT ? "AWT" : "OpenGL worker") + - " thread for performing OpenGL work in javax.media.opengl implementation"); - } - } -} |