/* * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed or intended for use * in the design, construction, operation or maintenance of any nuclear * facility. * * Sun gratefully acknowledges that this software was originally authored * and developed by Kenneth Bradley Russell and Christopher John Kline. */ package com.sun.opengl.impl; import java.util.*; import javax.media.opengl.*; /** Encapsulates the implementation of most of the GLAutoDrawable's methods to be able to share it between GLCanvas and GLJPanel. */ public class GLDrawableHelper { private volatile List listeners = new ArrayList(); private static final boolean DEBUG = Debug.debug("GLDrawableHelper"); private static final boolean VERBOSE = Debug.verbose(); private static final boolean NVIDIA_CRASH_WORKAROUND = Debug.isPropertyDefined("jogl.nvidia.crash.workaround"); private boolean autoSwapBufferMode = true; public GLDrawableHelper() { } public synchronized void addGLEventListener(GLEventListener listener) { List newListeners = (List) ((ArrayList) listeners).clone(); newListeners.add(listener); listeners = newListeners; } public synchronized void removeGLEventListener(GLEventListener listener) { List newListeners = (List) ((ArrayList) listeners).clone(); newListeners.remove(listener); listeners = newListeners; } public void init(GLAutoDrawable drawable) { for (Iterator iter = listeners.iterator(); iter.hasNext(); ) { ((GLEventListener) iter.next()).init(drawable); } } public void display(GLAutoDrawable drawable) { for (Iterator iter = listeners.iterator(); iter.hasNext(); ) { ((GLEventListener) iter.next()).display(drawable); } } public void reshape(GLAutoDrawable drawable, int x, int y, int width, int height) { for (Iterator iter = listeners.iterator(); iter.hasNext(); ) { ((GLEventListener) iter.next()).reshape(drawable, x, y, width, height); } } public void setAutoSwapBufferMode(boolean onOrOff) { autoSwapBufferMode = onOrOff; } public boolean getAutoSwapBufferMode() { return autoSwapBufferMode; } private static final ThreadLocal perThreadInitAction = new ThreadLocal(); /** Principal helper method which runs a Runnable with the context made current. This could have been made part of GLContext, but a desired goal is to be able to implement the GLCanvas in terms of the GLContext's public APIs, and putting it into a separate class helps ensure that we don't inadvertently use private methods of the GLContext or its implementing classes. */ public void invokeGL(GLDrawable drawable, GLContext context, Runnable runnable, Runnable initAction) { // FIXME: downcast to GLContextImpl undesirable boolean isOptimizable = ((context instanceof GLContextImpl) && ((GLContextImpl) context).isOptimizable()); if (GLWorkerThread.isStarted() && GLWorkerThread.isWorkerThread() && isOptimizable) { // We're going to allow a context to be left current on the // GLWorkerThread for optimization purposes GLContext lastContext = GLContext.getCurrent(); Runnable lastInitAction = (Runnable) perThreadInitAction.get(); if (lastContext != null && lastContext != context) { lastContext.release(); } else { lastContext = null; } // FIXME: probably need to handle the case where the user is // waiting for this context to be released; need to periodically // release the context? See if anybody is waiting to make it // current on another thread? (The latter would require the use // of internal APIs...) int res = 0; try { res = context.makeCurrent(); if (res != GLContext.CONTEXT_NOT_CURRENT) { perThreadInitAction.set(initAction); if (res == GLContext.CONTEXT_CURRENT_NEW) { if (DEBUG) { System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running initAction"); } initAction.run(); } if (DEBUG && VERBOSE) { System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running runnable"); } runnable.run(); if (autoSwapBufferMode) { if (drawable != null) { drawable.swapBuffers(); } } } } finally { // FIXME: take this out as soon as possible if (NVIDIA_CRASH_WORKAROUND) { try { if (res != GLContext.CONTEXT_NOT_CURRENT) { context.release(); } } catch (Exception e) { } } if (lastContext != null) { int res2 = lastContext.makeCurrent(); if (res2 == GLContext.CONTEXT_CURRENT_NEW) { lastInitAction.run(); } } } } else { // Support for recursive makeCurrent() calls as well as calling // other drawables' display() methods from within another one's GLContext lastContext = GLContext.getCurrent(); Runnable lastInitAction = (Runnable) perThreadInitAction.get(); if (lastContext != null) { lastContext.release(); } int res = 0; try { res = context.makeCurrent(); if (res != GLContext.CONTEXT_NOT_CURRENT) { perThreadInitAction.set(initAction); if (res == GLContext.CONTEXT_CURRENT_NEW) { if (DEBUG) { System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running initAction"); } initAction.run(); } if (DEBUG && VERBOSE) { System.err.println("GLDrawableHelper " + this + ".invokeGL(): Running runnable"); } runnable.run(); if (autoSwapBufferMode) { if (drawable != null) { drawable.swapBuffers(); } } } } finally { try { if (res != GLContext.CONTEXT_NOT_CURRENT) { context.release(); } } catch (Exception e) { } if (lastContext != null) { int res2 = lastContext.makeCurrent(); if (res2 == GLContext.CONTEXT_CURRENT_NEW) { lastInitAction.run(); } } } } } }