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authorSven Gothel <[email protected]>2015-02-02 02:38:55 +0100
committerSven Gothel <[email protected]>2015-02-02 02:38:55 +0100
commit78b4918b207e16b967e8335fb8ec1b31c706c507 (patch)
tree736cf80d089eb5e9df7f349035936daaa78f230d /src/jogl/classes/javax/media/opengl/Threading.java
parent1ec82447e464d5308442581f14d32f9775928454 (diff)
Bug 682 - Relocating javax.media.opengl.* -> com.jogamp.opengl.* (Part 2)
Relocation javax.media.nativewindow.* -> com.jogamp.nativewindow.* Relocation javax.media.opengl.* -> com.jogamp.opengl.*
Diffstat (limited to 'src/jogl/classes/javax/media/opengl/Threading.java')
-rw-r--r--src/jogl/classes/javax/media/opengl/Threading.java226
1 files changed, 0 insertions, 226 deletions
diff --git a/src/jogl/classes/javax/media/opengl/Threading.java b/src/jogl/classes/javax/media/opengl/Threading.java
deleted file mode 100644
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--- a/src/jogl/classes/javax/media/opengl/Threading.java
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@@ -1,226 +0,0 @@
-/*
- * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
- * Copyright (c) 2012 JogAmp Community. 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 com.jogamp.opengl;
-
-import jogamp.opengl.ThreadingImpl;
-
-/** 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>jogl.1thread</code>. Valid values
- for this system property are:
-
- <PRE>
- -Djogl.1thread=false Disable single-threading of OpenGL work, hence use multithreading.
- -Djogl.1thread=true Enable single-threading of OpenGL work (default -- on a newly-created worker thread)
- -Djogl.1thread=auto Select default single-threading behavior (currently on)
- -Djogl.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)
- -Djogl.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 {
- public static enum Mode {
- /**
- * Full multithreaded OpenGL,
- * i.e. any {@link Threading#invoke(boolean, Runnable, Object) invoke}
- * {@link Threading#invokeOnOpenGLThread(boolean, Runnable) commands}
- * will be issued on the current thread immediately.
- */
- MT(0),
-
- /** Single-Threaded OpenGL on AWT EDT */
- ST_AWT(1),
-
- /** Single-Threaded OpenGL on dedicated worker thread. */
- ST_WORKER(2);
-
- public final int id;
-
- Mode(final int id){
- this.id = id;
- }
- }
-
- /** No reason to ever instantiate this class */
- private Threading() {}
-
- /** Returns the threading mode */
- public static Mode getMode() {
- return ThreadingImpl.getMode();
- }
-
- /** If an implementation of the com.jogamp.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 and GLJPanel.
- 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 final void disableSingleThreading() {
- ThreadingImpl.disableSingleThreading();
- }
-
- /** Indicates whether OpenGL work is being automatically forced to a
- single thread in this implementation. */
- public static final boolean isSingleThreaded() {
- return ThreadingImpl.isSingleThreaded();
- }
-
- /** Indicates whether the current thread is the designated toolkit thread,
- if such semantics exists. */
- public static final boolean isToolkitThread() throws GLException {
- return ThreadingImpl.isToolkitThread();
- }
-
- /**
- * Indicates whether the current thread is capable of
- * performing OpenGL-related work.
- * <p>
- * Method always returns <code>true</code>
- * if {@link #getMode()} == {@link Mode#MT} or {@link #isSingleThreaded()} == <code>false</code>.
- * </p>
- */
- public static final boolean isOpenGLThread() throws GLException {
- return ThreadingImpl.isOpenGLThread();
- }
-
- /** Executes the passed Runnable on the single thread used for all
- OpenGL work in this com.jogamp.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 final void invokeOnOpenGLThread(final boolean wait, final Runnable r) throws GLException {
- ThreadingImpl.invokeOnOpenGLThread(wait, r);
- }
-
- /**
- * If not {@link #isOpenGLThread()}
- * <b>and</b> the <code>lock</code> is not being hold by this thread,
- * invoke Runnable <code>r</code> on the OpenGL thread via {@link #invokeOnOpenGLThread(boolean, Runnable)}.
- * <p>
- * Otherwise invoke Runnable <code>r</code> on the current thread.
- * </p>
- *
- * @param wait set to true for waiting until Runnable <code>r</code> is finished, otherwise false.
- * @param r the Runnable to be executed
- * @param lock optional lock object to be tested
- * @throws GLException
- */
- public static final void invoke(final boolean wait, final Runnable r, final Object lock) throws GLException {
- if ( !isOpenGLThread() &&
- ( null == lock || !Thread.holdsLock(lock) ) ) {
- invokeOnOpenGLThread(wait, r);
- } else {
- r.run();
- }
- }
-}