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authorSven Gothel <[email protected]>2013-03-14 10:48:44 +0100
committerSven Gothel <[email protected]>2013-03-14 10:48:44 +0100
commit896e8b021b39e9415040a57a1d540d7d24b02db1 (patch)
treec031248b4a464602aaa150b4d088235b9db065f0 /src/jogl/classes/jogamp/opengl
parent58f6f4e5665ae2c72ec6bbd86ad5a36bef00de07 (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')
-rw-r--r--src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java30
1 files changed, 12 insertions, 18 deletions
diff --git a/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java b/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
index a03850043..9e6085030 100644
--- a/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
+++ b/src/jogl/classes/jogamp/opengl/macosx/cgl/MacOSXCGLContext.java
@@ -676,30 +676,24 @@ public abstract class MacOSXCGLContext extends GLContextImpl
}
/**
- * Perform NSOpenGLLayer creation and attaching on main-thread,
- * hence release the lock on our context - which will be used to
- * create a shared context within NSOpenGLLayer.
+ * NSOpenGLLayer creation is performed on the current thread,
+ * which immediately creates it's own GL ctx sharing this ctx
+ * not causing any locking issues.
+ *
+ * Subsequent attaching is performed on main-thread w/o blocking.
+ *
+ * This is a lock free operation.
*/
final long cglCtx = CGL.getCGLContext(ctx);
if(0 == cglCtx) {
throw new InternalError("Null CGLContext for: "+this);
}
- final boolean ctxUnlocked = CGL.kCGLNoError == CGL.CGLUnlockContext(cglCtx);
- try {
- nsOpenGLLayer = CGL.createNSOpenGLLayer(ctx, gl3ShaderProgramName, pixelFormat, pbufferHandle, texID, chosenCaps.isBackgroundOpaque(), lastWidth, lastHeight);
- if (DEBUG) {
- System.err.println("NS create nsOpenGLLayer "+toHexString(nsOpenGLLayer)+" w/ pbuffer "+toHexString(pbufferHandle)+", texID "+texID+", texSize "+lastWidth+"x"+lastHeight+", "+drawable);
- }
- backingLayerHost.attachSurfaceLayer(nsOpenGLLayer);
- setSwapInterval(1); // enabled per default in layered surface
- } finally {
- if( ctxUnlocked ) {
- if( CGL.kCGLNoError != CGL.CGLLockContext(cglCtx) ) {
- throw new InternalError("Could not re-lock CGLContext for: "+this);
- }
- }
+ nsOpenGLLayer = CGL.createNSOpenGLLayer(ctx, gl3ShaderProgramName, pixelFormat, pbufferHandle, texID, chosenCaps.isBackgroundOpaque(), lastWidth, lastHeight);
+ if (DEBUG) {
+ System.err.println("NS create nsOpenGLLayer "+toHexString(nsOpenGLLayer)+" w/ pbuffer "+toHexString(pbufferHandle)+", texID "+texID+", texSize "+lastWidth+"x"+lastHeight+", "+drawable);
}
- backingLayerHost.layoutSurfaceLayer();
+ backingLayerHost.attachSurfaceLayer(nsOpenGLLayer);
+ setSwapInterval(1); // enabled per default in layered surface
} else {
lastWidth = drawable.getWidth();
lastHeight = drawable.getHeight();