From 774138544e1eec3330309ad682fa05154a07ab8d Mon Sep 17 00:00:00 2001
From: Sven Gothel
Date: Thu, 14 Oct 2010 21:26:43 +0200
Subject: JOGL: Reenable Applet/Webstart/RCP support for JOGL + AWT + X11
Changed GLProfile/NativeWindowFactory/.. initialization methodology:
GLProfile:
public static synchronized void initSingleton(final boolean firstUIActionOnProcess);
NativeWindowFactory:
public static synchronized void initSingleton(final boolean firstUIActionOnProcess);
+++
Introducing NativeWindow ToolkitLock, implementations are
NullToolkitLock
JAWTToolkitLock
X11JAWTToolkitLock
X11ToolkitLock
AbstractGraphicsDevice provides generic global toolkit locking methods,
implemented by the ToolkitLock interface.
ToolkitLock's are aggregated in NativeWindow's DefaultGraphicsDevice
to implement it's superclass lock()/unlock() methods.
This enables a device specific locking strategy, ie on X11/AWT utilizing
JAWT && X11 locking, and maybe none for others (NEWT).
No locking is required for X11 / AWT, in case the above mentioned
initialization happened as a 'firstUIActionOnProcess'.
The ToolkitLock factory is currently a hardcoded part of NativeWindowFactory.
We may have to allow 3rd party NativeWindow implementations
to register custom ones.
+++
com.jogamp.opengl.impl.GLDrawableImpl cleanup:
Dealing with all locking code, providing all public methods. Exceptions are commented.
Specializations x11/windows/.. only contains platform code.
Pulled down access qualifiers if possible public -> protected.
com.jogamp.nativewindow.impl.x11.X11Util
Wrapping all X11Lib method with the new locking code.
com.jogamp.nativewindow.impl.jawt.JAWTUtil
Utilize global SunToolkit.awtLock() is available,
the fallback to global JAWT.lock().
The latter just invokes the first.
javax.media.nativewindow.awt.AWTGraphicsDevice
setHandle(long handle) -> setSubType(String type, long handle)
which also resets the ToolkitLock respecting the new type.
This ensures correct locking after the sub type has been determined,
ie AWT using an X11 peer.
+++
Misc Changes done on the way ..
GLCanvas:
Fixed inversed this.drawableHelper.isExternalAnimatorAnimating() condition,
which disabled normal repaint.
GLJPanel:
Removed drawableHelper.isExternalAnimatorAnimating() condition,
which disabled painting, since the animation thread just updates the source image.
NEWT WindowImpl:
When reparenting back to parent and 'refit' child if it's size exceeds it's parent.
More 'Fix: Memory consumption' commit 6ced17f0325d5719e992b246ffd156e5b39694b4.
NEWTEvent:
Removed code to evaluate the 'system event' attribute, need to find a better approach.
---
src/jogl/classes/javax/media/opengl/GLProfile.java | 108 +++++++++++++++------
1 file changed, 77 insertions(+), 31 deletions(-)
(limited to 'src/jogl/classes/javax/media/opengl/GLProfile.java')
diff --git a/src/jogl/classes/javax/media/opengl/GLProfile.java b/src/jogl/classes/javax/media/opengl/GLProfile.java
index 287e7a5a9..be5968409 100644
--- a/src/jogl/classes/javax/media/opengl/GLProfile.java
+++ b/src/jogl/classes/javax/media/opengl/GLProfile.java
@@ -37,7 +37,9 @@
package javax.media.opengl;
+import com.jogamp.common.jvm.JVMUtil;
import com.jogamp.common.util.ReflectionUtil;
+import com.jogamp.opengl.util.VersionInfo;
import com.jogamp.opengl.impl.Debug;
import com.jogamp.opengl.impl.GLDrawableFactoryImpl;
import com.jogamp.opengl.impl.GLDynamicLookupHelper;
@@ -281,6 +283,7 @@ public class GLProfile {
* @see #GL_PROFILE_LIST_ALL
*/
public static final GLProfile getDefault() {
+ validateInitialization();
if(null==defaultGLProfile) {
throw new GLException("No default profile available"); // should never be reached
}
@@ -349,6 +352,7 @@ public class GLProfile {
public static final GLProfile get(String profile)
throws GLException
{
+ validateInitialization();
if(null==profile || profile.equals("GL")) return getDefault();
GLProfile glProfile = (GLProfile) mappedProfiles.get(profile);
if(null==glProfile) {
@@ -366,6 +370,7 @@ public class GLProfile {
public static final GLProfile get(String[] profiles)
throws GLException
{
+ validateInitialization();
for(int i=0; i
+ * Applications shall call this methods ASAP, before any other UI invocation.
+ * You may issue the call in your main function.
+ * In case applications are able to initialize JOGL before any other UI action,
+ * they shall invoke this method with firstUIActionOnProcess=true
and benefit from fast native multithreading support on all platforms if possible.
+ *
+ * RCP Application (Applet's, Webstart, Netbeans, ..) using JOGL may not be able to initialize JOGL
+ * before the first UI action.
+ * In such case you shall invoke this method with firstUIActionOnProcess=false
.
+ * On some platforms, notably X11 with AWT usage, JOGL will utilize special locking mechanisms which may slow down your
+ * application.
+ *
+ * Remark: NEWT is currently not affected by this behavior, ie always uses native multithreading.
+ *
+ * However, in case this method is not invoked, hence GLProfile is not initialized explicitly by the user,
+ * the first call to {@link #getDefault()}, {@link #get(java.lang.String)}, etc, will initialize with firstUIActionOnProcess=false
,
+ * hence without the possibility to enable native multithreading.
+ * This is not the recommended way, since it may has a performance impact, but it allows you to run code without explicit initialization.
+ *
+ * In case no explicit initialization was invoked and the implicit initialization didn't happen,
+ * you may encounter the following exception:
+ *
+ * javax.media.opengl.GLException: No default profile available
+ *
+ *
+ * @param firstUIActionOnProcess Should be true
if called before the first UI action of the running program,
+ * otherwise false
.
*/
- static {
- // run the whole static initialization privileged to speed up,
- // since this skips checking further access
- AccessController.doPrivileged(new PrivilegedAction() {
- public Object run() {
- initProfiles();
- return null;
- }
- });
+ public static synchronized void initSingleton(final boolean firstUIActionOnProcess) {
+ if(!initialized) {
+ initialized = true;
+ // run the whole static initialization privileged to speed up,
+ // since this skips checking further access
+ AccessController.doPrivileged(new PrivilegedAction() {
+ public Object run() {
+ initProfiles(firstUIActionOnProcess);
+ return null;
+ }
+ });
- if(null==defaultGLProfile) {
- throw new GLException("No profile available: "+array2String(GL_PROFILE_LIST_ALL)+", "+glAvailabilityToString());
+ if(null==defaultGLProfile) {
+ throw new GLException("No profile available: "+array2String(GL_PROFILE_LIST_ALL)+", "+glAvailabilityToString());
+ }
}
}
- /**
- * It is mandatory to call this methods ASAP, before anything else.
- * You may issue the call in your main class static initializer block, or in the static main function.
- * This will kick off JOGL's static initialization.
- * It is essential to do this at the very beginning, so JOGL has a chance to initialize multithreading support.
- */
- public static void initSingleton() {
+ private static void validateInitialization() {
+ if(!initialized) {
+ synchronized(GLProfile.class) {
+ if(!initialized) {
+ initSingleton(false);
+ }
+ }
+ }
}
private static final String array2String(String[] list) {
@@ -1028,17 +1074,17 @@ public class GLProfile {
GLProfile glProfile = new GLProfile(profile, profileImpl);
_mappedProfiles.put(profile, glProfile);
if (DEBUG) {
- System.err.println("GLProfile.static map "+glProfile);
+ System.err.println("GLProfile.init map "+glProfile);
}
if(null==defaultGLProfile) {
defaultGLProfile=glProfile;
if (DEBUG) {
- System.err.println("GLProfile.static default "+glProfile);
+ System.err.println("GLProfile.init default "+glProfile);
}
}
} else {
if (DEBUG) {
- System.err.println("GLProfile.static map *** no mapping for "+profile);
+ System.err.println("GLProfile.init map *** no mapping for "+profile);
}
}
}
--
cgit v1.2.3