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authorSven Gothel <[email protected]>2012-06-28 21:22:30 +0200
committerSven Gothel <[email protected]>2012-06-28 21:22:30 +0200
commit1a91ec5c8b6fd9d9db7bc115569c369fe7b38e9b (patch)
tree9882fbf1d2cacaf04471d2ee538c97d4b238993d /src/jogl/classes/javax/media/opengl
parent53ff91470b73f2f12f0d1cf5cf800a13e46e026e (diff)
SWT GLCanvas: Fix destroy(), Remove local concurrency hack & out-of-process locking ; Revise threading code; Proper name for SWT unit tests.
SWT GLCanvas: - Fix destroy() drawable.setRealized(false); is being called within dispose() method - Remove local concurrency hack [MT-0] The hack: 'final GLContext ctx = getContext(); a = null != ctx ? ctx.something() : 0;' is thread safe locally, however, w/o covering the hole use case of the caller it makes no sense to add thread safe code here - would be only an illusion. In case any of the methods are called outside of a locked state extra care should be added. Maybe we shall expose locking facilities to the user. However, since the user shall stick to the GLEventListener model while utilizing GLAutoDrawable implementations, she is safe due to the implicit locked state. - Removing out-of-process locking [MT-1] Claiming the recursive lock in the dispose/display/.. methods and _then_ issuing a complex off-thread GL task could lead to deadlock. The GL task could involve calling GLEventListener methods, which itself could try to manipulate the GLCanvas -> deadlock. Similar to [MT-0] we may need to either find a proper locking mechanism or simply ignore it and reduce functionality. TBH .. the number of scenarious of the mentioned deadlock are very limited and exotic. - Revise threading code [MT-2] Besides the other MT-* remarks, the logic whether to spawn off the GL task and determination which thread to use is too complex and redundant. (See isRenderThread(), runInGLThread() and runInDesignatedGLThread()) - Proper name for SWT unit tests. Reflect the semantics.
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