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author | Sven Gothel <[email protected]> | 2013-03-14 10:48:44 +0100 |
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committer | Sven Gothel <[email protected]> | 2013-03-14 10:48:44 +0100 |
commit | 896e8b021b39e9415040a57a1d540d7d24b02db1 (patch) | |
tree | c031248b4a464602aaa150b4d088235b9db065f0 /src/jogl/classes/jogamp/opengl/GLDebugMessageHandler.java | |
parent | 58f6f4e5665ae2c72ec6bbd86ad5a36bef00de07 (diff) |
OSX/CALayer: Revise CALayer 'RunOnMainThread' utilization, avoiding deadlocks
RunOnMainThread(waitUntilDone:=true,..) can deadlock the main-thread if called from AWT-EDT,
since the main-thread may call back to AWT-EDT while injecting a new main-thread task.
This patch revises all RunOnMainThread CALayer usage, resulting in only one required left:
- OSXUtil.AddCASublayer() w/ waitUntilDone:=false
Hence the CALayer code has no more potential to deadlock main-thread/AWT-EDT.
OSXUtil.AddCASublayer() must be performed on main-thread, otherwise the
CALayer attachment will fail - no visible rendering result.
+++
Note: A good trigger to test this deadlock is to magnify/zoom
the OSX desktop (click background + ctrl-mouse_wheel)
before running some unit tests.
TestGLCanvasAWTActionDeadlock01AWT and TestAddRemove02GLWindowNewtCanvasAWT
also have the potential to trigger the mentioned deadlock.
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/GLDebugMessageHandler.java')
0 files changed, 0 insertions, 0 deletions