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-rw-r--r--src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java19
1 files changed, 19 insertions, 0 deletions
diff --git a/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java
index 3bfdee5d1..1838f62aa 100644
--- a/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java
+++ b/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java
@@ -61,6 +61,25 @@ public class WindowsOnscreenGLContext extends WindowsGLContext {
super(component, capabilities, chooser, shareWith);
}
+ public void invokeGL(Runnable runnable, boolean isReshape, Runnable initAction) throws GLException {
+ // Unfortunately, invokeGL can be called with the AWT tree lock
+ // held, and the Windows onscreen implementation of
+ // choosePixelFormatAndCreateContext calls
+ // Component.getGraphicsConfiguration(), which grabs the tree
+ // lock. To avoid deadlock we have to lock the tree lock before
+ // grabbing the GLContext's lock if we're going to create an
+ // OpenGL context during this call. This code might not be
+ // completely correct, and we might need to uniformly grab the AWT
+ // tree lock, which might become a performance issue...
+ if (hglrc == 0) {
+ synchronized(component.getTreeLock()) {
+ super.invokeGL(runnable, isReshape, initAction);
+ }
+ } else {
+ super.invokeGL(runnable, isReshape, initAction);
+ }
+ }
+
protected GL createGL()
{
return new WindowsGLImpl(this);