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-rw-r--r--src/jogl/classes/jogamp/opengl/ThreadingImpl.java17
1 files changed, 9 insertions, 8 deletions
diff --git a/src/jogl/classes/jogamp/opengl/ThreadingImpl.java b/src/jogl/classes/jogamp/opengl/ThreadingImpl.java
index bf700d970..2b017e8e9 100644
--- a/src/jogl/classes/jogamp/opengl/ThreadingImpl.java
+++ b/src/jogl/classes/jogamp/opengl/ThreadingImpl.java
@@ -43,6 +43,7 @@ import javax.media.opengl.GLException;
import javax.media.opengl.GLProfile;
import com.jogamp.common.JogampRuntimeException;
+import com.jogamp.common.util.PropertyAccess;
import com.jogamp.common.util.ReflectionUtil;
/** Implementation of the {@link javax.media.opengl.Threading} class. */
@@ -53,7 +54,7 @@ public class ThreadingImpl {
public final int id;
- Mode(int id){
+ Mode(final int id){
this.id = id;
}
}
@@ -76,10 +77,10 @@ public class ThreadingImpl {
public ToolkitThreadingPlugin run() {
final String singleThreadProp;
{
- final String w = Debug.getProperty("jogl.1thread", true);
+ final String w = PropertyAccess.getProperty("jogl.1thread", true);
singleThreadProp = null != w ? w.toLowerCase() : null;
}
- ClassLoader cl = ThreadingImpl.class.getClassLoader();
+ final ClassLoader cl = ThreadingImpl.class.getClassLoader();
// Default to using the AWT thread on all platforms except
// Windows. On OS X there is instability apparently due to
// using the JAWT on non-AWT threads. On X11 platforms there
@@ -121,7 +122,7 @@ public class ThreadingImpl {
Exception error=null;
try {
threadingPlugin = (ToolkitThreadingPlugin) ReflectionUtil.createInstance("jogamp.opengl.awt.AWTThreadingPlugin", cl);
- } catch (JogampRuntimeException jre) { error = jre; }
+ } catch (final JogampRuntimeException jre) { error = jre; }
if( Mode.ST_AWT == mode && null==threadingPlugin ) {
throw new GLException("Mode is AWT, but class 'jogamp.opengl.awt.AWTThreadingPlugin' is not available", error);
}
@@ -201,7 +202,7 @@ public class ThreadingImpl {
false). It is up to the end user to check to see whether the
current thread is the OpenGL thread and either execute the
Runnable directly or perform the work inside it. */
- public static final void invokeOnOpenGLThread(boolean wait, Runnable r) throws GLException {
+ public static final void invokeOnOpenGLThread(final boolean wait, final Runnable r) throws GLException {
if(null!=threadingPlugin) {
threadingPlugin.invokeOnOpenGLThread(wait, r);
return;
@@ -217,13 +218,13 @@ public class ThreadingImpl {
}
}
- public static final void invokeOnWorkerThread(boolean wait, Runnable r) throws GLException {
+ public static final void invokeOnWorkerThread(final boolean wait, final Runnable r) throws GLException {
GLWorkerThread.start(); // singleton start via volatile-dbl-checked-locking
try {
GLWorkerThread.invoke(wait, r);
- } catch (InvocationTargetException e) {
+ } catch (final InvocationTargetException e) {
throw new GLException(e.getTargetException());
- } catch (InterruptedException e) {
+ } catch (final InterruptedException e) {
throw new GLException(e);
}
}