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authorSven Gothel <[email protected]>2012-07-22 04:16:55 +0200
committerSven Gothel <[email protected]>2012-07-22 04:16:55 +0200
commit4b5a0f6557d7152ec770bc13ad3c494449de0529 (patch)
tree12fc93f9e7f34b61c1d5748f0e6a1cd85fc6125b /src/jogl/classes/jogamp/opengl/GLGraphicsConfigurationFactory.java
parentadc9522ccaff74eb779d4d33905d76d52acb36bb (diff)
Fix Bug 606 - New AWT threading implementation breaks .. ; Fix GLAutoDrawable multi-threading w/ proper pattern (hope so)
Considering code changes and remarks: 3ed491213f8f7f05d7b9866b50d764370d8ff5f6 1a91ec5c8b6fd9d9db7bc115569c369fe7b38e9b 3334a924309a9361a448d69bc707d4cce416b430 4f27bcecf7484dc041551f52a5c49e2884cb3867 It seems necessary to have - recursive locking employed for all semantic actions which changes drawable & context (and the Window resource) - to avoid deadlock, we have to ensure the locked code segment will not spawn off to another thread, or a thread holds the lock, spawns of an action requiring the lock. .. sure - other read-only methods (flags, ..) shall at least utilize a safe local copy of a volatile field if further use to produce the result is necessary. - flags like sendReshape require to be volatile to guarantee it's being processed Patch impacts: AWT/SWT GLCanvas, GLAutoDrawableBase [and it's specializations] and hopefully closes any loopholes of missing a cache hit, etc. If you review this and find optimizations, i.e. removing a lock due to semantics etc, don't hold back and discuss it, please.
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