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authorKenneth Russel <[email protected]>2006-02-21 08:06:07 +0000
committerKenneth Russel <[email protected]>2006-02-21 08:06:07 +0000
commitc9faf1391d8ab972fb0f1b231c33a5bf02be5051 (patch)
treedb5a8266349cd6f730c0cc22e826b04014c40960 /src/classes/javax
parentc15bfa2dce50ae132736dd678192f819d5ba2404 (diff)
Added GLWorkerThread for moving OpenGL-related work onto a different
thread than the EDT. Added option for it in Threading; needs testing on more platforms. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@625 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/classes/javax')
-rwxr-xr-xsrc/classes/javax/media/opengl/Threading.java98
1 files changed, 69 insertions, 29 deletions
diff --git a/src/classes/javax/media/opengl/Threading.java b/src/classes/javax/media/opengl/Threading.java
index 2799edc58..2f1aa4fb7 100755
--- a/src/classes/javax/media/opengl/Threading.java
+++ b/src/classes/javax/media/opengl/Threading.java
@@ -118,13 +118,26 @@ import com.sun.opengl.impl.*;
public class Threading {
private static boolean singleThreaded = true;
+ private static final int AWT = 1;
+ private static final int WORKER = 2;
+ private static int mode = AWT;
static {
AccessController.doPrivileged(new PrivilegedAction() {
public Object run() {
String workaround = System.getProperty("opengl.1thread");
- if (workaround != null && (!workaround.equals("auto"))) {
- singleThreaded = Boolean.valueOf(workaround).booleanValue();
+ if (workaround != null) {
+ workaround = workaround.toLowerCase();
+ if (workaround.equals("true") ||
+ workaround.equals("auto") ||
+ workaround.equals("awt")) {
+ // Nothing to do; default = singleThreaded, mode = AWT
+ } else if (workaround.equals("worker")) {
+ singleThreaded = true;
+ mode = WORKER;
+ } else {
+ singleThreaded = false;
+ }
}
printWorkaroundNotice();
return null;
@@ -170,16 +183,23 @@ public class Threading {
throw new GLException("Should only call this in single-threaded mode");
}
- 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. For now, run the GLJPanel's
- // Java2D/JOGL bridge on the QFT but everything else on the
- // EDT, except when we're already on the QFT.
- return (Java2D.isQueueFlusherThread() ||
- EventQueue.isDispatchThread());
- } else {
- return EventQueue.isDispatchThread();
+ 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. For now, run the GLJPanel's
+ // Java2D/JOGL bridge on the QFT but everything else on the
+ // EDT, except when we're already on the QFT.
+ return (Java2D.isQueueFlusherThread() ||
+ EventQueue.isDispatchThread());
+ } else {
+ return EventQueue.isDispatchThread();
+ }
+ case WORKER:
+ return GLWorkerThread.isWorkerThread();
+ default:
+ throw new InternalError("Illegal single-threading mode " + mode);
}
}
@@ -201,28 +221,48 @@ public class Threading {
throw new GLException ("Should only call this from other threads than the OpenGL thread");
}
- // FIXME: ideally should run all OpenGL work on the Java2D QFT
- // thread when it's enabled, but there are issues with this when
- // the GLJPanel is not using the Java2D bridge; would like to run
- // its OpenGL work on the QFT, but do the image drawing from the
- // EDT. Other issues still remain with the GLCanvas as well.
-
- // if (Java2D.isOGLPipelineActive()) {
- // Java2D.invokeWithOGLContextCurrent(null, r);
- // } else {
- try {
- EventQueue.invokeAndWait(r);
- } catch (InvocationTargetException e) {
- throw new GLException(e.getTargetException());
- } catch (InterruptedException e) {
- throw new GLException(e);
+ switch (mode) {
+ case AWT:
+ // FIXME: ideally should run all OpenGL work on the Java2D QFT
+ // thread when it's enabled, but there are issues with this when
+ // the GLJPanel is not using the Java2D bridge; would like to run
+ // its OpenGL work on the QFT, but do the image drawing from the
+ // EDT. Other issues still remain with the GLCanvas as well.
+
+ // if (Java2D.isOGLPipelineActive()) {
+ // 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();
+ }
+ }
+ }
+ GLWorkerThread.invokeAndWait(r);
+ break;
+
+ default:
+ throw new InternalError("Illegal single-threading mode " + mode);
}
- // }
}
private static void printWorkaroundNotice() {
if (singleThreaded && Debug.verbose()) {
- System.err.println("Using single thread for performing OpenGL work in javax.media.opengl implementation");
+ System.err.println("Using " +
+ (mode == AWT ? "AWT" : "OpenGL worker") +
+ " thread for performing OpenGL work in javax.media.opengl implementation");
}
}
}