diff options
author | Sven Gothel <[email protected]> | 2013-01-11 08:13:24 +0100 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2013-01-11 08:13:24 +0100 |
commit | 224fab1b2c71464826594740022fdcbe278867dc (patch) | |
tree | fb4292f8cd8b8fa2664c04005ba2ddde630d159c /src/jogl/classes/jogamp/opengl/GLDrawableHelper.java | |
parent | 6fd9c3d84e1758ae27cd10a89237a558460ca1fb (diff) |
GLAutoDrawable/AnimatorBase: Add ExclusiveContextThread (ECT) feature; AnimatorBase: Add setModeBits/MODE_EXPECT_AWT_RENDERING_THREAD; FPSAnimator: Make transactions deterministic.
ExclusiveContextThread (ECT) allows user to dedicate a GLContext to a given thread.
Only the ECT will be allowed to claim the GLContext, hence releasing must be done on the ECT itself.
The core feature is accessible via GLAutoDrawable, while it can be conveniently enabled and disabled
via an AnimatorBase implementation. The latter ensures it's being released on the ECT and waits for the result.
Note that ECT cannot be guaranteed to work correctly w/ native (heavyweight) AWT components
due to resource locking and AWT-EDT access. This is disabled in all new tests per default and
noted on the API doc.
Note: 'Animator transaction' == start(), stop(), pause(), resume().
- Add ExclusiveContextThread (ECT) feature
- GLAutoDrawable NEW:
- Thread setExclusiveContextThread(Thread t)
- Thread getExclusiveContextThread()
- AnimatorBase NEW:
- Thread setExclusiveContext(Thread t)
- boolean setExclusiveContext(boolean enable)
- boolean isExclusiveContextEnabled()
- Thread getExclusiveContextThread()
- AnimatorBase: Add setModeBits/MODE_EXPECT_AWT_RENDERING_THREAD
Allows user to pre-determine whether AWT rendering is expected before starting the animator.
If AWT is excluded, a more simple and transaction correct impl. will be used.
- FPSAnimator: Make transactions deterministic.
FPSAnimator previously did not ensure whether a transaction was completed.
A deterministic transaction is required to utilize ECT.
FPSAnimator now uses same mechanism like Animator to ensure completeness,
i.e. Condition and 'finishLifecycleAction(..)'. Both are moved to AnimatorBase.
Tested manually on Linux/NV, Linux/AMD, Windows/NV and OSX/NV.
- All new tests validated correctness.
- All new tests shows an performance increase of ~3x w/ single GLWindow, where multiple GLWindows don't show a perf. increase.
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/GLDrawableHelper.java')
-rw-r--r-- | src/jogl/classes/jogamp/opengl/GLDrawableHelper.java | 421 |
1 files changed, 280 insertions, 141 deletions
diff --git a/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java b/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java index dc5d50cf2..f8c58ee34 100644 --- a/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java +++ b/src/jogl/classes/jogamp/opengl/GLDrawableHelper.java @@ -58,8 +58,6 @@ import javax.media.opengl.GLException; import javax.media.opengl.GLFBODrawable; import javax.media.opengl.GLRunnable; -import com.jogamp.opengl.util.Animator; - /** Encapsulates the implementation of most of the GLAutoDrawable's methods to be able to share it between GLCanvas and GLJPanel. */ public class GLDrawableHelper { @@ -73,7 +71,9 @@ public class GLDrawableHelper { private final Object glRunnablesLock = new Object(); private volatile ArrayList<GLRunnableTask> glRunnables = new ArrayList<GLRunnableTask>(); private boolean autoSwapBufferMode; - private Thread skipContextReleaseThread; + private volatile Thread exclusiveContextThread; + /** -1 release, 0 nop, 1 claim */ + private volatile int exclusiveContextSwitch; private GLAnimatorControl animatorCtrl; private static Runnable nop = new Runnable() { public void run() {} }; @@ -87,7 +87,8 @@ public class GLDrawableHelper { listenersToBeInit.clear(); } autoSwapBufferMode = true; - skipContextReleaseThread = null; + exclusiveContextThread = null; + exclusiveContextSwitch = 0; synchronized(glRunnablesLock) { glRunnables.clear(); } @@ -113,6 +114,23 @@ public class GLDrawableHelper { } /** + * Since GLContext's {@link GLContext#makeCurrent()} and {@link GLContext#release()} + * is recursive, a call to {@link GLContext#release()} may not natively release the context. + * <p> + * This methods continues calling {@link GLContext#release()} until the context has been natively released. + * </p> + * @param ctx + */ + public static final void forceNativeRelease(GLContext ctx) { + do { + ctx.release(); + if (DEBUG) { + System.err.println("GLDrawableHelper.forceNativeRelease() -- currentThread "+Thread.currentThread()+" -> "+GLContext.getCurrent()); + } + } while( ctx == GLContext.getCurrent() ); + } + + /** * Associate a new context to the drawable and also propagates the context/drawable switch by * calling {@link GLContext#setGLDrawable(GLDrawable, boolean) newCtx.setGLDrawable(drawable, true);}. * <p> @@ -767,23 +785,72 @@ public class GLDrawableHelper { return autoSwapBufferMode; } + private final String getExclusiveContextSwitchString() { + return 0 == exclusiveContextSwitch ? "nop" : ( 0 > exclusiveContextSwitch ? "released" : "claimed" ) ; + } + /** - * @param t the thread for which context release shall be skipped, usually the animation thread, - * ie. {@link Animator#getThread()}. - * @deprecated this is an experimental feature, - * intended for measuring performance in regards to GL context switch - * and only being used if {@link #PERF_STATS} is enabled - * by defining property <code>jogl.debug.GLDrawable.PerfStats</code>. + * Dedicates this instance's {@link GLContext} to the given thread.<br/> + * The thread will exclusively claim the {@link GLContext} via {@link #display()} and not release it + * until {@link #destroy()} or <code>setExclusiveContextThread(null)</code> has been called. + * <p> + * Default non-exclusive behavior is <i>requested</i> via <code>setExclusiveContextThread(null)</code>, + * which will cause the next call of {@link #display()} on the exclusive thread to + * release the {@link GLContext}. Only after it's async release, {@link #getExclusiveContextThread()} + * will return <code>null</code>. + * </p> + * <p> + * To release a previous made exclusive thread, a user issues <code>setExclusiveContextThread(null)</code> + * and may poll {@link #getExclusiveContextThread()} until it returns <code>null</code>, + * <i>while</i> the exclusive thread is still running. + * </p> + * <p> + * Note: Setting a new exclusive thread without properly releasing a previous one + * will throw an GLException. + * </p> + * <p> + * One scenario could be to dedicate the context to the {@link com.jogamp.opengl.util.AnimatorBase#getThread() animator thread} + * and spare redundant context switches. + * </p> + * @param t the exclusive thread to claim the context, or <code>null</code> for default operation. + * @return previous exclusive context thread + * @throws GLException If an exclusive thread is still active but a new one is attempted to be set */ - public final void setSkipContextReleaseThread(Thread t) { - skipContextReleaseThread = t; + public final Thread setExclusiveContextThread(Thread t, GLContext context) throws GLException { + if (DEBUG) { + System.err.println("GLDrawableHelper.setExclusiveContextThread(): START switch "+getExclusiveContextSwitchString()+", thread "+exclusiveContextThread+" -> "+t+" -- currentThread "+Thread.currentThread()); + } + final Thread oldExclusiveContextThread = exclusiveContextThread; + if( exclusiveContextThread == t ) { + exclusiveContextSwitch = 0; // keep + } else if( null == t ) { + exclusiveContextSwitch = -1; // release + } else { + exclusiveContextSwitch = 1; // claim + if( null != exclusiveContextThread ) { + throw new GLException("Release current exclusive Context Thread "+exclusiveContextThread+" first"); + } + if( null != context && GLContext.getCurrent() == context ) { + try { + forceNativeRelease(context); + } catch (Throwable ex) { + ex.printStackTrace(); + throw new GLException(ex); + } + } + exclusiveContextThread = t; + } + if (DEBUG) { + System.err.println("GLDrawableHelper.setExclusiveContextThread(): END switch "+getExclusiveContextSwitchString()+", thread "+exclusiveContextThread+" -- currentThread "+Thread.currentThread()); + } + return oldExclusiveContextThread; } - + /** - * @deprecated see {@link #setSkipContextReleaseThread(Thread)} + * @see #setExclusiveContextThread(Thread, GLContext) */ - public final Thread getSkipContextReleaseThread() { - return skipContextReleaseThread; + public final Thread getExclusiveContextThread() { + return exclusiveContextThread; } private static final ThreadLocal<Runnable> perThreadInitAction = new ThreadLocal<Runnable>(); @@ -828,7 +895,10 @@ public class GLDrawableHelper { * {@link #disposeAllGLEventListener(GLAutoDrawable, boolean) disposeAllGLEventListener(autoDrawable, false)} * with the context made current. * <p> - * If <code>destroyContext</code> is <code>true</code> the context is destroyed in the end while holding the lock.<br/> + * If <code>destroyContext</code> is <code>true</code> the context is destroyed in the end while holding the lock. + * </p> + * <p> + * If <code>destroyContext</code> is <code>false</code> the context is natively released, i.e. released as often as locked before. * </p> * @param autoDrawable * @param context @@ -842,14 +912,15 @@ public class GLDrawableHelper { Runnable lastInitAction = null; if (lastContext != null) { if (lastContext == context) { - lastContext = null; // utilize recursive locking + lastContext = null; } else { + // utilize recursive locking lastInitAction = perThreadInitAction.get(); lastContext.release(); } } - int res = GLContext.CONTEXT_NOT_CURRENT; - + + int res; try { res = context.makeCurrent(); if (GLContext.CONTEXT_NOT_CURRENT != res) { @@ -865,7 +936,7 @@ public class GLDrawableHelper { if(destroyContext) { context.destroy(); } else { - context.release(); + forceNativeRelease(context); } flushGLRunnables(); } catch (Exception e) { @@ -880,136 +951,204 @@ public class GLDrawableHelper { } } } - + private final void invokeGLImpl(final GLDrawable drawable, - final GLContext context, - final Runnable runnable, - final Runnable initAction) { - // Support for recursive makeCurrent() calls as well as calling - // other drawables' display() methods from within another one's - GLContext lastContext = GLContext.getCurrent(); - Runnable lastInitAction = null; - if (lastContext != null) { - if (lastContext == context) { - lastContext = null; // utilize recursive locking - } else { - lastInitAction = perThreadInitAction.get(); - lastContext.release(); - } - } - int res = GLContext.CONTEXT_NOT_CURRENT; - - try { - res = context.makeCurrent(); - if (GLContext.CONTEXT_NOT_CURRENT != res) { - try { - perThreadInitAction.set(initAction); - if (GLContext.CONTEXT_CURRENT_NEW == res) { - if (DEBUG) { - System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running initAction"); - } - initAction.run(); - } - runnable.run(); - if ( autoSwapBufferMode ) { - drawable.swapBuffers(); - } - } finally { - try { - context.release(); - } catch (Exception e) { - System.err.println("Catched: "+e.getMessage()); - e.printStackTrace(); - } - } - } - } finally { - if (lastContext != null) { - final int res2 = lastContext.makeCurrent(); - if (null != lastInitAction && res2 == GLContext.CONTEXT_CURRENT_NEW) { - lastInitAction.run(); - } - } - } - } - - private final void invokeGLImplStats(final GLDrawable drawable, - final GLContext context, - final Runnable runnable, - final Runnable initAction) { - final Thread currentThread = Thread.currentThread(); - - // Support for recursive makeCurrent() calls as well as calling - // other drawables' display() methods from within another one's - int res = GLContext.CONTEXT_NOT_CURRENT; - GLContext lastContext = GLContext.getCurrent(); - Runnable lastInitAction = null; - if (lastContext != null) { - if (lastContext == context) { - if( currentThread == skipContextReleaseThread ) { - res = GLContext.CONTEXT_CURRENT; - } // else: utilize recursive locking - lastContext = null; - } else { - lastInitAction = perThreadInitAction.get(); - lastContext.release(); - } - } - - long t0 = System.currentTimeMillis(); - long tdA = 0; // makeCurrent - long tdR = 0; // render time - long tdS = 0; // swapBuffers - long tdX = 0; // release - boolean ctxClaimed = false; - boolean ctxReleased = false; - boolean ctxDestroyed = false; - try { - if (res == GLContext.CONTEXT_NOT_CURRENT) { - res = context.makeCurrent(); - ctxClaimed = true; + final GLContext context, + final Runnable runnable, + final Runnable initAction) { + final Thread currentThread = Thread.currentThread(); + + // Exclusive Cases: + // 1: lock - unlock : default + // 2: lock - - : exclusive, not locked yet + // 3: - - - : exclusive, already locked + // 4: - - unlock : ex-exclusive, already locked + final boolean _isExclusiveThread, _releaseExclusiveThread; + if( null != exclusiveContextThread) { + if( currentThread == exclusiveContextThread ) { + _releaseExclusiveThread = 0 > exclusiveContextSwitch; + _isExclusiveThread = !_releaseExclusiveThread; + exclusiveContextSwitch = 0; + } else { + // Exclusive thread usage, but on other thread + return; + } + } else { + _releaseExclusiveThread = false; + _isExclusiveThread = false; } - if (res != GLContext.CONTEXT_NOT_CURRENT) { - perThreadInitAction.set(initAction); - if (res == GLContext.CONTEXT_CURRENT_NEW) { - if (DEBUG) { - System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running initAction"); + + // Support for recursive makeCurrent() calls as well as calling + // other drawables' display() methods from within another one's + int res = GLContext.CONTEXT_NOT_CURRENT; + GLContext lastContext = GLContext.getCurrent(); + Runnable lastInitAction = null; + if (lastContext != null) { + if (lastContext == context) { + res = GLContext.CONTEXT_CURRENT; + lastContext = null; + } else { + // utilize recursive locking + lastInitAction = perThreadInitAction.get(); + lastContext.release(); } - initAction.run(); - } - tdR = System.currentTimeMillis(); - tdA = tdR - t0; // makeCurrent - runnable.run(); - tdS = System.currentTimeMillis(); - tdR = tdS - tdR; // render time - if (autoSwapBufferMode) { - drawable.swapBuffers(); - tdX = System.currentTimeMillis(); - tdS = tdX - tdS; // swapBuffers - } } - } finally { + try { - if( res != GLContext.CONTEXT_NOT_CURRENT && - (null == skipContextReleaseThread || currentThread != skipContextReleaseThread) ) { - context.release(); - ctxReleased = true; + final boolean releaseContext; + if( GLContext.CONTEXT_NOT_CURRENT == res ) { + res = context.makeCurrent(); + releaseContext = !_isExclusiveThread; + } else { + releaseContext = _releaseExclusiveThread; } - } catch (Exception e) { - System.err.println("Catched: "+e.getMessage()); - e.printStackTrace(); + if (GLContext.CONTEXT_NOT_CURRENT != res) { + try { + perThreadInitAction.set(initAction); + if (GLContext.CONTEXT_CURRENT_NEW == res) { + if (DEBUG) { + System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running initAction"); + } + initAction.run(); + } + runnable.run(); + if ( autoSwapBufferMode ) { + drawable.swapBuffers(); + } + } finally { + if( _releaseExclusiveThread ) { + exclusiveContextThread = null; + if (DEBUG) { + System.err.println("GLDrawableHelper.invokeGL() - Release ExclusiveContextThread -- currentThread "+Thread.currentThread()); + } + } + if( releaseContext ) { + try { + context.release(); + } catch (Exception e) { + System.err.println("Catched: "+e.getMessage()); + e.printStackTrace(); + } + } + } + } + } finally { + if (lastContext != null) { + final int res2 = lastContext.makeCurrent(); + if (null != lastInitAction && res2 == GLContext.CONTEXT_CURRENT_NEW) { + lastInitAction.run(); + } + } + } + } + + private final void invokeGLImplStats(final GLDrawable drawable, + final GLContext context, + final Runnable runnable, + final Runnable initAction) { + final Thread currentThread = Thread.currentThread(); + + // Exclusive Cases: + // 1: lock - unlock : default + // 2: lock - - : exclusive, not locked yet + // 3: - - - : exclusive, already locked + // 4: - - unlock : ex-exclusive, already locked + final boolean _isExclusiveThread, _releaseExclusiveThread; + if( null != exclusiveContextThread) { + if( currentThread == exclusiveContextThread ) { + _releaseExclusiveThread = 0 > exclusiveContextSwitch; + _isExclusiveThread = !_releaseExclusiveThread; + } else { + // Exclusive thread usage, but on other thread + return; + } + } else { + _releaseExclusiveThread = false; + _isExclusiveThread = false; } - tdX = System.currentTimeMillis() - tdX; // release / destroy + // Support for recursive makeCurrent() calls as well as calling + // other drawables' display() methods from within another one's + int res = GLContext.CONTEXT_NOT_CURRENT; + GLContext lastContext = GLContext.getCurrent(); + Runnable lastInitAction = null; if (lastContext != null) { - final int res2 = lastContext.makeCurrent(); - if (null != lastInitAction && res2 == GLContext.CONTEXT_CURRENT_NEW) { - lastInitAction.run(); - } + if (lastContext == context) { + res = GLContext.CONTEXT_CURRENT; + lastContext = null; + } else { + // utilize recursive locking + lastInitAction = perThreadInitAction.get(); + lastContext.release(); + } } - } - long td = System.currentTimeMillis() - t0; - System.err.println("td0 "+td+"ms, fps "+(1.0/(td/1000.0))+", td-makeCurrent: "+tdA+"ms, td-render "+tdR+"ms, td-swap "+tdS+"ms, td-release "+tdX+"ms, ctx claimed: "+ctxClaimed+", ctx release: "+ctxReleased+", ctx destroyed "+ctxDestroyed); + + long t0 = System.currentTimeMillis(); + long tdA = 0; // makeCurrent + long tdR = 0; // render time + long tdS = 0; // swapBuffers + long tdX = 0; // release + boolean ctxClaimed = false; + boolean ctxReleased = false; + boolean ctxDestroyed = false; + try { + final boolean releaseContext; + if( GLContext.CONTEXT_NOT_CURRENT == res ) { + res = context.makeCurrent(); + releaseContext = !_isExclusiveThread; + ctxClaimed = true; + } else { + releaseContext = _releaseExclusiveThread; + } + if (GLContext.CONTEXT_NOT_CURRENT != res) { + try { + perThreadInitAction.set(initAction); + if (GLContext.CONTEXT_CURRENT_NEW == res) { + if (DEBUG) { + System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running initAction"); + } + initAction.run(); + } + tdR = System.currentTimeMillis(); + tdA = tdR - t0; // makeCurrent + runnable.run(); + tdS = System.currentTimeMillis(); + tdR = tdS - tdR; // render time + if ( autoSwapBufferMode ) { + drawable.swapBuffers(); + tdX = System.currentTimeMillis(); + tdS = tdX - tdS; // swapBuffers + } + } finally { + if( _releaseExclusiveThread ) { + exclusiveContextSwitch = 0; + exclusiveContextThread = null; + if (DEBUG) { + System.err.println("GLDrawableHelper.invokeGL() - Release ExclusiveContextThread -- currentThread "+Thread.currentThread()); + } + } + if( releaseContext ) { + try { + context.release(); + ctxReleased = true; + } catch (Exception e) { + System.err.println("Catched: "+e.getMessage()); + e.printStackTrace(); + } + } + } + } + } finally { + tdX = System.currentTimeMillis() - tdX; // release / destroy + if (lastContext != null) { + final int res2 = lastContext.makeCurrent(); + if (null != lastInitAction && res2 == GLContext.CONTEXT_CURRENT_NEW) { + lastInitAction.run(); + } + } + } + long td = System.currentTimeMillis() - t0; + System.err.println("td0 "+td+"ms, fps "+(1.0/(td/1000.0))+", td-makeCurrent: "+tdA+"ms, td-render "+tdR+"ms, td-swap "+tdS+"ms, td-release "+tdX+"ms, ctx claimed: "+ctxClaimed+", ctx release: "+ctxReleased+", ctx destroyed "+ctxDestroyed); } } |