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authorKenneth Russel <[email protected]>2003-11-04 02:29:09 +0000
committerKenneth Russel <[email protected]>2003-11-04 02:29:09 +0000
commitf516d8cdc25577dd1227b85578d361749ab8063d (patch)
tree3ced6a2d9944594df420e5b02b458591691eeb83 /src/net/java/games/jogl/impl/GLContext.java
parentb76c821858e7ee132aa08cc8d9d61e82eb9aa53f (diff)
Implemented a per-thread GLContext stack, which gives a thread
knowledge of the OpenGL contexts it has made current and allows a GLDrawable to make its context current recursively as well as allowing a GLEventListener to call another GLDrawable's display() method from within its display(). This mechanism can be used fairly easily to expose swapBuffers in the public API, as has been requested. Updated the demos which had to explicitly call display() on more than one drawable to use the Animator class and to call GLDrawable.display() from within their GLEventListeners' display() methods. Updated documentation. Fixed bugs in gleem's CameraParameters class. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@69 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl/GLContext.java')
-rw-r--r--src/net/java/games/jogl/impl/GLContext.java122
1 files changed, 104 insertions, 18 deletions
diff --git a/src/net/java/games/jogl/impl/GLContext.java b/src/net/java/games/jogl/impl/GLContext.java
index 3923ed307..e0def092a 100644
--- a/src/net/java/games/jogl/impl/GLContext.java
+++ b/src/net/java/games/jogl/impl/GLContext.java
@@ -65,11 +65,6 @@ public abstract class GLContext {
// the first event is received from the AWT event dispatch thread.
private boolean realized;
- // This avoids (as much as possible) losing the effects of
- // setRenderingThread, which may need to be deferred if the
- // component is not realized
- private boolean deferredSetRenderingThread;
-
protected GLCapabilities capabilities;
protected GLCapabilitiesChooser chooser;
protected GL gl;
@@ -83,6 +78,11 @@ public abstract class GLContext {
protected Thread renderingThread;
protected Runnable deferredReshapeAction;
+ // Error checking for setRenderingThread to ensure that one thread
+ // doesn't attempt to call setRenderingThread on more than one
+ // drawable
+ protected static final ThreadLocal perThreadRenderingContext = new ThreadLocal();
+
// This is a workaround for a bug in NVidia's drivers where
// vertex_array_range is only safe for single-threaded use; a bug
// has been filed, ID 80174. When an Animator is created for a
@@ -112,6 +112,14 @@ public abstract class GLContext {
// Cache of the functions that are available to be called at the current
// moment in time
protected FunctionAvailabilityCache functionAvailability;
+
+ // Support for recursive makeCurrent() calls as well as calling
+ // other drawables' display() methods from within another one's
+ protected static final ThreadLocal perThreadContextStack = new ThreadLocal() {
+ protected synchronized Object initialValue() {
+ return new GLContextStack();
+ }
+ };
public GLContext(Component component,
GLCapabilities capabilities,
@@ -133,7 +141,9 @@ public abstract class GLContext {
/** Runs the given runnable with this OpenGL context valid. */
public synchronized void invokeGL(Runnable runnable, boolean isReshape, Runnable initAction) throws GLException {
- Thread currentThread = null;
+ // Could be more clever about not calling this every time, but
+ // Thread.currentThread() is very fast and this makes the logic simpler
+ Thread currentThread = Thread.currentThread();
// Defer JAWT and OpenGL operations until onscreen components are
// realized
@@ -144,7 +154,7 @@ public abstract class GLContext {
if (!realized() ||
willSetRenderingThread ||
(renderingThread != null &&
- renderingThread != (currentThread = Thread.currentThread()))) {
+ renderingThread != currentThread)) {
if (isReshape) {
deferredReshapeAction = runnable;
}
@@ -157,8 +167,35 @@ public abstract class GLContext {
return;
}
- if (renderingThread == null || deferredSetRenderingThread) {
- deferredSetRenderingThread = false;
+ GLContextStack ctxStack = getPerThreadContextStack();
+ GLContext curContext = ctxStack.peekContext();
+ Runnable curInitAction = ctxStack.peekInitAction();
+ boolean mustDoMakeCurrent = true;
+ boolean mustSkipFreeForRenderingThread = false;
+ boolean mustFreeBecauseOfNoRenderingThread = false;
+
+ if (curContext == this) {
+ mustDoMakeCurrent = false;
+ }
+
+ if (currentThread == renderingThread && curContext == null) {
+ mustSkipFreeForRenderingThread = true;
+ }
+
+ if (!mustDoMakeCurrent &&
+ renderingThread == null &&
+ ctxStack.size() == 1) {
+ mustFreeBecauseOfNoRenderingThread = true;
+ }
+
+ if (mustDoMakeCurrent) {
+ if (curContext != null) {
+ if (DEBUG) {
+ System.err.println("Freeing context " + curContext + " due to recursive makeCurrent");
+ }
+ curContext.free();
+ }
+
if (!makeCurrent(initAction)) {
// Couldn't make the thread current because the component has not yet
// been visualized, and therefore the context cannot be created.
@@ -169,17 +206,23 @@ public abstract class GLContext {
}
return;
}
+ if (DEBUG) {
+ System.err.println("Making context " + this + " current");
+ }
}
+ ctxStack.push(this, initAction);
// At this point the OpenGL context is current. Offscreen contexts
// handle resizing the backing bitmap in makeCurrent. Therefore we
// may need to free and make the context current again if we
// didn't actually make it current above.
if (pendingOffscreenResize && renderingThread != null) {
+ ctxStack.pop();
free();
if (!makeCurrent(initAction)) {
throw new GLException("Error while resizing offscreen context");
}
+ ctxStack.push(this, initAction);
}
boolean caughtException = false;
@@ -199,8 +242,34 @@ public abstract class GLContext {
// Disallow setRenderingThread if display action is throwing exceptions
renderingThread = null;
}
- if (renderingThread == null) {
+
+ if (!mustFreeBecauseOfNoRenderingThread && !mustSkipFreeForRenderingThread) {
+ ctxStack.pop();
+ }
+
+ // Free the context if another one was current, but not if the
+ // setRenderingThread optimization kicks in. However, if the
+ // setRenderingThread optimization has recently been disabled,
+ // must force a free.
+ if ((mustDoMakeCurrent && !mustSkipFreeForRenderingThread) ||
+ mustFreeBecauseOfNoRenderingThread) {
+ if (mustFreeBecauseOfNoRenderingThread) {
+ // Must match previous push()
+ ctxStack.pop();
+ }
+
+ if (DEBUG) {
+ System.err.println("Freeing context " + this);
+ }
+
free();
+
+ if (curContext != null && !mustFreeBecauseOfNoRenderingThread) {
+ if (DEBUG) {
+ System.err.println("Making context " + curContext + " current again");
+ }
+ curContext.makeCurrent(curInitAction);
+ }
}
}
}
@@ -240,18 +309,29 @@ public abstract class GLContext {
if (renderingThread == null && currentThreadOrNull == null) {
throw new GLException("Attempt to clear rendering thread when already cleared");
}
+
+ Object currentThreadRenderingContext = perThreadRenderingContext.get();
+ if (currentThreadOrNull != null &&
+ currentThreadRenderingContext != null &&
+ currentThreadRenderingContext != this) {
+ throw new GLException("Attempt to call setRenderingThread on more than one drawable in this thread");
+ }
+
this.willSetRenderingThread = false;
if (currentThreadOrNull == null) {
renderingThread = null;
- if (realized()) {
- // We are guaranteed to own the context
- free();
- }
+ perThreadRenderingContext.set(null);
+ // Just in case the end user wasn't planning on drawing the
+ // drawable even once more (which would give us a chance to free
+ // the context), try to free the context now by performing an
+ // invokeGL with a do-nothing action
+ invokeGL(new Runnable() {
+ public void run() {
+ }
+ }, false, initAction);
} else {
renderingThread = currentThreadOrNull;
- if (realized()) {
- makeCurrent(initAction);
- }
+ perThreadRenderingContext.set(this);
}
}
@@ -428,7 +508,7 @@ public abstract class GLContext {
// set the current value of the proc address variable in the table object
addressField.setLong(table, newProcAddress);
if (DEBUG) {
- System.err.println(glFuncName + " = 0x" + Long.toHexString(newProcAddress));
+ // System.err.println(glFuncName + " = 0x" + Long.toHexString(newProcAddress));
}
} catch (Exception e) {
throw new GLException("Cannot get GL proc address for method \"" +
@@ -446,6 +526,12 @@ public abstract class GLContext {
textures between contexts. */
public abstract boolean isCreated();
+ /** Support for recursive makeCurrent() calls as well as calling
+ other drawables' display() methods from within another one's */
+ protected static GLContextStack getPerThreadContextStack() {
+ return (GLContextStack) perThreadContextStack.get();
+ }
+
//----------------------------------------------------------------------
// Internals only below this point
//