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authorKenneth Russel <[email protected]>2004-06-19 01:58:40 +0000
committerKenneth Russel <[email protected]>2004-06-19 01:58:40 +0000
commit8f1783018b2df30d1ba59866cfde9f884da5ad97 (patch)
tree30a815946edbf281d927a7b607bff18f9a6294f9 /src/net/java/games/jogl/impl/windows
parent8fc1f6b579fa953abf7627df1198bf1677b9e54f (diff)
This putback attempts to address the following issues:
Issue 59: GLContext Leak Issue 67: Java/Jogl app hangs some systems, not others, during reshape. Issue 69: Error on window resize Issue 89: Losing Backbuffer when Resizing/Moving a window The primary change is to support handing off of the display() implementation to the AWT event queue thread via a new class called SingleThreadedWorkaround in the impl package. This was done to cause the AWT's reshape code to execute on the same thread as all other OpenGL rendering without changing the threading model (e.g., Animator and the ability to manually call display()) visible to the end user. This set of changes appears to work around the problems seen on ATI cards with random corruption when resizing animating windows due to multithreading bugs in the drivers. More testing by a larger community will confirm this fix. Currently the workaround is enabled by default on ATI cards. A secondary but related change is to properly destroy the OpenGL context when a heavyweight component is removed from its container. In order to implement the above workaround, it was necessary to override addNotify and removeNotify to properly track whether GLCanvases were realized; at that point it was a fairly small step to properly delete and recreate OpenGL contexts. The previous heuristics which attempted to determine when a heavyweight had been realized have been removed. A new demo, TestContextDestruction, exercises the new functionality. It does still appear to exhibit resource leaks, however; removing and re-adding the GLCanvas from its parent multiple times causes the system to eventually slow down significantly. More work is needed in this area. However, the demo does now execute as opposed to throwing an exception which was the previous behavior. The current code has been tested on Windows on NVidia hardware with all existing demos with the workaround both enabled and disabled, and on ATI hardware with the existing compatible demos with the workaround enabled. The new abstract method in GLContext, destroyImpl(), has been implemented but not yet tested on X11 and Mac OS X. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@132 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java/games/jogl/impl/windows')
-rw-r--r--src/net/java/games/jogl/impl/windows/WindowsGLContext.java15
-rw-r--r--src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java35
-rw-r--r--src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java9
3 files changed, 47 insertions, 12 deletions
diff --git a/src/net/java/games/jogl/impl/windows/WindowsGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsGLContext.java
index 56a7188eb..d58a781a8 100644
--- a/src/net/java/games/jogl/impl/windows/WindowsGLContext.java
+++ b/src/net/java/games/jogl/impl/windows/WindowsGLContext.java
@@ -168,6 +168,18 @@ public abstract class WindowsGLContext extends GLContext {
}
}
+ protected void destroyImpl() throws GLException {
+ if (hglrc != 0) {
+ if (!WGL.wglDeleteContext(hglrc)) {
+ throw new GLException("Unable to delete OpenGL context");
+ }
+ if (DEBUG) {
+ System.err.println("!!! Destroyed OpenGL context " + hglrc);
+ }
+ hglrc = 0;
+ }
+ }
+
public abstract void swapBuffers() throws GLException;
protected long dynamicLookupFunction(String glFuncName) {
@@ -455,6 +467,9 @@ public abstract class WindowsGLContext extends GLContext {
throw new GLException("Unable to set pixel format");
}
hglrc = WGL.wglCreateContext(hdc);
+ if (DEBUG) {
+ System.err.println("!!! Created OpenGL context " + hglrc);
+ }
if (hglrc == 0) {
throw new GLException("Unable to create OpenGL context");
}
diff --git a/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java b/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java
index 961a116d8..74d72645d 100644
--- a/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java
+++ b/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java
@@ -101,10 +101,10 @@ public class WindowsGLContextFactory extends GLContextFactory {
GraphicsConfiguration config = device.getDefaultConfiguration();
final Dialog frame = new Dialog(new Frame(config), "", false, config);
frame.setUndecorated(true);
- GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(),
- null,
- null,
- device);
+ final GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(),
+ null,
+ null,
+ device);
canvas.addGLEventListener(new GLEventListener() {
public void init(GLDrawable drawable) {
pendingContextSet.remove(device);
@@ -133,16 +133,29 @@ public class WindowsGLContextFactory extends GLContextFactory {
public void reshape(GLDrawable drawable, int x, int y, int width, int height) {
}
+ public void destroy(GLDrawable drawable) {
+ }
+
public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) {
}
});
- canvas.setSize(0, 0);
- canvas.setNoAutoRedrawMode(true);
- canvas.setAutoSwapBufferMode(false);
- frame.add(canvas);
- frame.pack();
- frame.show();
- canvas.display();
+ // Attempt to work around deadlock issues with SingleThreadedWorkaround,
+ // which causes some of the methods below to block doing work on the AWT thread
+ try {
+ EventQueue.invokeLater(new Runnable() {
+ public void run() {
+ canvas.setSize(0, 0);
+ canvas.setNoAutoRedrawMode(true);
+ canvas.setAutoSwapBufferMode(false);
+ frame.add(canvas);
+ frame.pack();
+ frame.show();
+ canvas.display();
+ }
+ });
+ } catch (Exception e) {
+ throw new GLException(e);
+ }
}
return (GL) dummyContextMap.get(device);
diff --git a/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java
index 868846079..5bcdb4559 100644
--- a/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java
+++ b/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java
@@ -155,12 +155,19 @@ public class WindowsOnscreenGLContext extends WindowsGLContext {
throw new GLException("Unable to lock surface");
}
// See whether the surface changed and if so destroy the old
- // OpenGL context so it will be recreated
+ // OpenGL context so it will be recreated (NOTE: removeNotify
+ // should handle this case, but it may be possible that race
+ // conditions can cause this code to be triggered -- should test
+ // more)
if ((res & JAWTFactory.JAWT_LOCK_SURFACE_CHANGED) != 0) {
if (hglrc != 0) {
if (!WGL.wglDeleteContext(hglrc)) {
throw new GLException("Unable to delete old GL context after surface changed");
}
+ GLContextShareSet.contextDestroyed(this);
+ if (DEBUG) {
+ System.err.println("!!! Destroyed OpenGL context " + hglrc + " due to JAWT_LOCK_SURFACE_CHANGED");
+ }
hglrc = 0;
}
}