diff options
author | Sven Gothel <[email protected]> | 2011-02-08 06:20:35 +0100 |
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committer | Sven Gothel <[email protected]> | 2011-02-08 06:20:35 +0100 |
commit | 4cda4b70dbcd21cf57e1e253ddba32b88bcaec18 (patch) | |
tree | 6f16d211cb80ebf5dcc8cab6424c70079a38ea7f /src/jogl/classes/jogamp/opengl/GLWorkerThread.java | |
parent | eb7986963c87bc6f33e7f18bb90ddf898b7dd63a (diff) |
Move implementation private files from com.jogamp.<module>.impl. to jogamp.<module> (1/2) - rename task
- com.jogamp.opengl.impl -> jogamp.opengl
- com.jogamp.opengl.util.glsl.fixedfunc.impl -> jogamp.opengl.util.glsl.fixedfunc
- com.jogamp.nativewindow.impl -> jogamp.nativewindow
- com.jogamp.newt.impl -> jogamp.newt
This sorts implementation details from the top level, ie skipping the public 'com',
allowing a better seperation of public classes and implementation details
and also reduces strings.
This approach of public/private seperation is also used in the OpenJDK.
Diffstat (limited to 'src/jogl/classes/jogamp/opengl/GLWorkerThread.java')
-rw-r--r-- | src/jogl/classes/jogamp/opengl/GLWorkerThread.java | 275 |
1 files changed, 275 insertions, 0 deletions
diff --git a/src/jogl/classes/jogamp/opengl/GLWorkerThread.java b/src/jogl/classes/jogamp/opengl/GLWorkerThread.java new file mode 100644 index 000000000..c292de778 --- /dev/null +++ b/src/jogl/classes/jogamp/opengl/GLWorkerThread.java @@ -0,0 +1,275 @@ +/* + * Copyright (c) 2006 Sun Microsystems, Inc. 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.impl; + +import java.lang.reflect.InvocationTargetException; +import java.security.*; +import java.util.*; +import javax.media.opengl.*; + +/** Singleton thread upon which all OpenGL work is performed by + default. Unfortunately many vendors' OpenGL drivers are not really + thread-safe and stability is much improved by performing OpenGL + work on at most one thread. This is the default behavior of the + GLAutoDrawable implementations according to the {@link + javax.media.opengl.Threading Threading} class. The GLWorkerThread + replaces the original AWT event queue thread-based mechanism for + two reasons: first, more than one AWT event queue thread may be + spawned, for example if a dialog is being shown; second, it avoids + blocking the AWT event queue thread during OpenGL rendering. */ + +public class GLWorkerThread { + private static volatile boolean started; + private static volatile Thread thread; + private static Object lock; + private static volatile boolean shouldTerminate; + private static volatile Throwable exception; + + // The Runnable to execute immediately on the worker thread + private static volatile Runnable work; + // Queue of Runnables to be asynchronously invoked + private static List queue = new LinkedList(); + + /** Should only be called by Threading class if creation of the + GLWorkerThread was requested via the opengl.1thread system + property. */ + public static void start() { + if (!started) { + synchronized (GLWorkerThread.class) { + if (!started) { + lock = new Object(); + thread = new Thread(new WorkerRunnable(), + "JOGL GLWorkerThread"); + thread.setDaemon(true); + started = true; + synchronized (lock) { + thread.start(); + try { + lock.wait(); + } catch (InterruptedException e) { + } + } + + /* + + // Note: it appears that there is a bug in NVidia's current + // drivers where if a context was ever made current on a + // given thread and that thread has exited before program + // exit, a crash occurs in the drivers. Releasing the + // context from the given thread does not work around the + // problem. + // + // For the time being, we're going to work around this + // problem by not terminating the GLWorkerThread. In theory, + // shutting down the GLWorkerThread cleanly could be a good + // general solution to the problem of needing to + // cooperatively terminate all Animators at program exit. + // + // It appears that this doesn't even work around all of the + // kinds of crashes. Causing the context to be unilaterally + // released from the GLWorkerThread after each invocation + // seems to work around all of the kinds of crashes seen. + // + // These appear to be similar to the kinds of crashes seen + // when the Java2D/OpenGL pipeline terminates, and those are + // a known issue being fixed, so presumably these will be + // fixed in NVidia's next driver set. + + // Install shutdown hook to terminate daemon thread more or + // less cooperatively + AccessController.doPrivileged(new PrivilegedAction() { + public Object run() { + Runtime.getRuntime().addShutdownHook(new Thread() { + public void run() { + Object lockTemp = lock; + if (lockTemp == null) { + // Already terminating (?) + return; + } + synchronized (lockTemp) { + shouldTerminate = true; + lockTemp.notifyAll(); + try { + lockTemp.wait(500); + } catch (InterruptedException e) { + } + } + } + }); + return null; + } + }); + + */ + + } else { + throw new RuntimeException("Should not start GLWorkerThread twice"); + } + } + } + } + + public static void invokeAndWait(Runnable runnable) + throws InvocationTargetException, InterruptedException { + if (!started) { + throw new RuntimeException("May not invokeAndWait on worker thread without starting it first"); + } + + Object lockTemp = lock; + if (lockTemp == null) { + return; // Terminating + } + + synchronized (lockTemp) { + if (thread == null) { + // Terminating + return; + } + + work = runnable; + lockTemp.notifyAll(); + lockTemp.wait(); + if (exception != null) { + Throwable localException = exception; + exception = null; + throw new InvocationTargetException(localException); + } + } + } + + public static void invokeLater(Runnable runnable) { + if (!started) { + throw new RuntimeException("May not invokeLater on worker thread without starting it first"); + } + + Object lockTemp = lock; + if (lockTemp == null) { + return; // Terminating + } + + synchronized (lockTemp) { + if (thread == null) { + // Terminating + return; + } + + queue.add(runnable); + lockTemp.notifyAll(); + } + } + + /** Indicates whether the OpenGL worker thread was started, i.e., + whether it is currently in use. */ + public static boolean isStarted() { + return started; + } + + /** Indicates whether the current thread is the OpenGL worker + thread. */ + public static boolean isWorkerThread() { + return (Thread.currentThread() == thread); + } + + static class WorkerRunnable implements Runnable { + public void run() { + // Notify starting thread that we're ready + synchronized (lock) { + lock.notifyAll(); + } + + while (!shouldTerminate) { + synchronized (lock) { + while (!shouldTerminate && + (work == null) && + queue.isEmpty()) { + try { + // Avoid race conditions with wanting to release contexts on this thread + lock.wait(1000); + } catch (InterruptedException e) { + } + + if (GLContext.getCurrent() != null) { + // Test later to see whether we need to release this context + break; + } + } + + if (shouldTerminate) { + lock.notifyAll(); + thread = null; + lock = null; + return; + } + + if (work != null) { + try { + work.run(); + } catch (Throwable t) { + exception = t; + } finally { + work = null; + lock.notifyAll(); + } + } + + while (!queue.isEmpty()) { + try { + Runnable curAsync = (Runnable) queue.remove(0); + curAsync.run(); + } catch (Throwable t) { + System.err.println("Exception occurred on JOGL OpenGL worker thread:"); + t.printStackTrace(); + } + } + + // See about releasing current context + GLContext curContext = GLContext.getCurrent(); + if (curContext != null && + (curContext instanceof GLContextImpl)) { + GLContextImpl impl = (GLContextImpl) curContext; + if (impl.hasWaiters()) { + impl.release(); + } + } + } + } + } + } +} |