diff options
author | Sven Gothel <[email protected]> | 2012-05-13 20:00:21 +0200 |
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committer | Sven Gothel <[email protected]> | 2012-05-13 22:05:35 +0200 |
commit | df6c9accd84b801d86c8f6f9ce35e02ffd417f71 (patch) | |
tree | 9dd593bf6ed9631ef8ac723b5e07c87ae3e347d7 /www/media/Frog-Craft3_2.160w.png | |
parent | 78d9e7c84f03ac7b83ad2933cac884ce9ecac161 (diff) |
GLContext*: Remove '[set/is]Synchronized(..)' - Defaults to wait for locks: 1. Drawable, 2. GLContext
Remove deadlock situation where thread-1 (Animator Thread) holds the GLContext-Lock
and acquires the Surface-Lock, while thread-2 (UI/Main/EDT) holds the Surface-Lock
and attempts to create the GLContext and hence acquires the GLContext-Lock.
A GLContext-Lock and hence makeing the GLContext current requires to hold
the Surface-Lock. The prev. code acquired the locks in reverse order and
allowed the deadlock as described above.
This fix acquires the locks in the proper natural order
1 - Surface-Lock
2 - GLContext-Lock
This fix also renders the use of the non-synchronized behavior invalid,
since it is bogus not to wait for the GLContext lock where it waits for the
Surface lock. It also seems nonsense not to wait for any of both locks
and our code always waited for both (synchronized := true).
The GLContext [set/is]Synchronized(..) methods are removed
and waiting for the lock per default is the correct behavior.
Diffstat (limited to 'www/media/Frog-Craft3_2.160w.png')
0 files changed, 0 insertions, 0 deletions