diff options
author | Sven Gothel <[email protected]> | 2014-07-29 05:41:47 +0200 |
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committer | Sven Gothel <[email protected]> | 2014-07-29 05:41:47 +0200 |
commit | 70c6a54fa2b8dec880b5808d87b31f4afb09dd3b (patch) | |
tree | 6f0623066f6cb334923ea2c6d8837f59bc03fb7a /src/jogl | |
parent | 3fe8ce051d6d0d2da456434a3f6e7bc4e95c9281 (diff) |
Bug 1036: NVidia Windows Driver 'Threaded optimization' workaround. [3/3]
Commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b added a workaround for
NVidia's Windows Driver Threaded optimization bug
existing in NVidia driver 260.99 for Window from 2010-12-11.
Commit 007f120cd8d33e4231ef4d207b85ed156d1e0c82
fixed the workaround and made it optional, default: turned off!
Rational of turning the workaround off was due to testing
against the original test-case 'Applet and Webstart'
with drivers >= 266.58 from 2011-01-24,
which did not reproduce this issue.
However, our unit tests reproduced the issue,
e.g. test: com.jogamp.opengl.test.junit.jogl.caps.TestTranslucencyNEWT
Hence we have to re-enable the workaround per default.
Added the following documentation of the issue:
+++
Since NV driver 260.99 from 2010-12-11 a 'Threaded optimization' feature has been introduced.
The driver spawns off a dedicated thread to off-load certain OpenGL tasks from the calling thread
to perform them async and off-thread.
If 'Threaded optimization' is manually enabled 'on', the driver may crash with JOGL's consistent
multi-threaded usage - this is a driver bug.
If 'Threaded optimization' is manually disabled 'off', the driver always works correctly.
'Threaded optimization' default setting is 'auto' and the driver may crash without this workaround.
If setting the process affinity to '1' (1st CPU) while initialization and launching
the SharedResourceRunner, the driver does not crash anymore in 'auto' mode.
This might be either because the driver does not enable 'Threaded optimization'
or because the driver's worker thread is bound to the same CPU.
Property integer value <code>jogl.debug.windows.cpu_affinity_mode</code>:
0 - none (no affinity, may cause driver crash with 'Threaded optimization' = ['auto', 'on'])
1 - process affinity (default, workaround for driver crash for 'Threaded optimization' = 'auto', still crashes if set to 'on')
+++
Note: WindowsThreadAffinity does _not_ work.
Diffstat (limited to 'src/jogl')
-rw-r--r-- | src/jogl/classes/jogamp/opengl/windows/wgl/WindowsWGLDrawableFactory.java | 45 |
1 files changed, 38 insertions, 7 deletions
diff --git a/src/jogl/classes/jogamp/opengl/windows/wgl/WindowsWGLDrawableFactory.java b/src/jogl/classes/jogamp/opengl/windows/wgl/WindowsWGLDrawableFactory.java index 3daf6e1a8..b4cd184f5 100644 --- a/src/jogl/classes/jogamp/opengl/windows/wgl/WindowsWGLDrawableFactory.java +++ b/src/jogl/classes/jogamp/opengl/windows/wgl/WindowsWGLDrawableFactory.java @@ -85,14 +85,42 @@ import com.jogamp.opengl.GLRendererQuirks; public class WindowsWGLDrawableFactory extends GLDrawableFactoryImpl { /** + * Bug 1036: NVidia Windows Driver 'Threaded optimization' workaround. + * <p> + * https://jogamp.org/bugzilla/show_bug.cgi?id=1036 + * </p> + * <p> + * Since NV driver 260.99 from 2010-12-11 a 'Threaded optimization' feature has been introduced. + * The driver spawns off a dedicated thread to off-load certain OpenGL tasks from the calling thread + * to perform them async and off-thread. + * </p> + * <p> + * If 'Threaded optimization' is manually enabled 'on', the driver may crash with JOGL's consistent + * multi-threaded usage - this is a driver bug. + * </p> + * <p> + * If 'Threaded optimization' is manually disabled 'off', the driver always works correctly. + * </p> + * <p> + * 'Threaded optimization' default setting is 'auto' and the driver may crash without this workaround. + * </p> + * <p> + * If setting the process affinity to '1' (1st CPU) while initialization and launching + * the {@link SharedResourceRunner}, the driver does not crash anymore in 'auto' mode. + * This might be either because the driver does not enable 'Threaded optimization' + * or because the driver's worker thread is bound to the same CPU. + * </p> * Property integer value <code>jogl.debug.windows.cpu_affinity_mode</code>: * <ul> - * <li>0 - none (default, no affinity required for Windows NV driver >= 266.58 from 2011-01-24)</li> - * <li>1 - process affinity (was required w/ Windows NV driver 260.99 from 2010-12-11, see commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b)</li> - * <li>2 - thread affinity (experimental)</li> + * <li>0 - none (no affinity, may cause driver crash with 'Threaded optimization' = ['auto', 'on'])</li> + * <li>1 - process affinity (default, workaround for driver crash for 'Threaded optimization' = 'auto', still crashes if set to 'on')</li> * </ul> + * <p> + * Test case reproducing the crash reliable is: com.jogamp.opengl.test.junit.jogl.caps.TestTranslucencyNEWT<br> + * (don't ask why ..) + * </p> */ - private static final int CPU_AFFINITY_MODE = Debug.getIntProperty("jogl.debug.windows.cpu_affinity_mode", true, 0); + private static final int CPU_AFFINITY_MODE = Debug.getIntProperty("jogl.debug.windows.cpu_affinity_mode", true, 1); private static DesktopGLDynamicLookupHelper windowsWGLDynamicLookupHelper = null; @@ -102,14 +130,17 @@ public class WindowsWGLDrawableFactory extends GLDrawableFactoryImpl { super(); switch( CPU_AFFINITY_MODE ) { - case 1: - cpuAffinity = new WindowsProcessAffinity(); + case 0: + cpuAffinity = new NopCPUAffinity(); break; + /** + * Doesn't work ! case 2: cpuAffinity = new WindowsThreadAffinity(); break; + */ default: - cpuAffinity = new NopCPUAffinity(); + cpuAffinity = new WindowsProcessAffinity(); break; } |