/* * Copyright (c) 2006 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 jogamp.opengl; import java.lang.reflect.InvocationTargetException; import java.util.ArrayList; import java.util.List; import javax.media.opengl.GLContext; /** Singleton thread upon which all OpenGL work is performed by default. Unfortunately many vendors' OpenGL drivers are not really thread-safe and stability is much improved by performing OpenGL work on at most one thread. This is the default behavior of the GLAutoDrawable implementations according to the {@link javax.media.opengl.Threading Threading} class. The GLWorkerThread replaces the original AWT event queue thread-based mechanism for two reasons: first, more than one AWT event queue thread may be spawned, for example if a dialog is being shown; second, it avoids blocking the AWT event queue thread during OpenGL rendering. */ public class GLWorkerThread { private static volatile boolean started; private static volatile Thread thread; private static Object lock; private static volatile boolean shouldTerminate; private static volatile Throwable exception; // The Runnable to execute immediately on the worker thread private static volatile Runnable work; // Queue of Runnables to be asynchronously invoked private static List<Runnable> queue = new ArrayList<Runnable>(); /** Should only be called by Threading class if creation of the GLWorkerThread was requested via the opengl.1thread system property. <br> * Start the GLWorkerThread iff not started yet! */ public static void start() { if (!started) { // volatile: ok synchronized (GLWorkerThread.class) { if (!started) { lock = new Object(); thread = new Thread(new WorkerRunnable(), "JOGL-GLWorkerThread-"); thread.setDaemon(true); started = true; synchronized (lock) { thread.start(); try { lock.wait(); } catch (InterruptedException e) { } } /* // Note: it appears that there is a bug in NVidia's current // drivers where if a context was ever made current on a // given thread and that thread has exited before program // exit, a crash occurs in the drivers. Releasing the // context from the given thread does not work around the // problem. // // For the time being, we're going to work around this // problem by not terminating the GLWorkerThread. In theory, // shutting down the GLWorkerThread cleanly could be a good // general solution to the problem of needing to // cooperatively terminate all Animators at program exit. // // It appears that this doesn't even work around all of the // kinds of crashes. Causing the context to be unilaterally // released from the GLWorkerThread after each invocation // seems to work around all of the kinds of crashes seen. // // These appear to be similar to the kinds of crashes seen // when the Java2D/OpenGL pipeline terminates, and those are // a known issue being fixed, so presumably these will be // fixed in NVidia's next driver set. // Install shutdown hook to terminate daemon thread more or // less cooperatively AccessController.doPrivileged(new PrivilegedAction() { public Object run() { Runtime.getRuntime().addShutdownHook(new Thread() { public void run() { Object lockTemp = lock; if (lockTemp == null) { // Already terminating (?) return; } synchronized (lockTemp) { shouldTerminate = true; lockTemp.notifyAll(); try { lockTemp.wait(500); } catch (InterruptedException e) { } } } }); return null; } }); */ } else { throw new RuntimeException(getThreadName()+": Should not start GLWorkerThread twice"); } } } } public static void invoke(boolean wait, Runnable runnable) throws InvocationTargetException, InterruptedException { if(wait) { invokeAndWait(runnable); } else { invokeLater(runnable); } } public static void invokeAndWait(Runnable runnable) throws InvocationTargetException, InterruptedException { if (!started) { throw new RuntimeException(getThreadName()+": May not invokeAndWait on worker thread without starting it first"); } Object lockTemp = lock; if (lockTemp == null) { return; // Terminating } synchronized (lockTemp) { if (thread == null) { // Terminating return; } work = runnable; lockTemp.notifyAll(); lockTemp.wait(); if (exception != null) { Throwable localException = exception; exception = null; throw new InvocationTargetException(localException); } } } public static void invokeLater(Runnable runnable) { if (!started) { throw new RuntimeException(getThreadName()+": May not invokeLater on worker thread without starting it first"); } Object lockTemp = lock; if (lockTemp == null) { return; // Terminating } synchronized (lockTemp) { if (thread == null) { // Terminating return; } queue.add(runnable); lockTemp.notifyAll(); } } /** Indicates whether the OpenGL worker thread was started, i.e., whether it is currently in use. */ public static boolean isStarted() { return started; } /** Indicates whether the current thread is the OpenGL worker thread. */ public static boolean isWorkerThread() { return (Thread.currentThread() == thread); } protected static String getThreadName() { return Thread.currentThread().getName(); } static class WorkerRunnable implements Runnable { public void run() { // Notify starting thread that we're ready synchronized (lock) { lock.notifyAll(); } while (!shouldTerminate) { synchronized (lock) { while (!shouldTerminate && (work == null) && queue.isEmpty()) { try { // Avoid race conditions with wanting to release contexts on this thread lock.wait(1000); } catch (InterruptedException e) { } if (GLContext.getCurrent() != null) { // Test later to see whether we need to release this context break; } } if (shouldTerminate) { lock.notifyAll(); thread = null; lock = null; return; } if (work != null) { try { work.run(); } catch (Throwable t) { exception = t; } finally { work = null; lock.notifyAll(); } } while (!queue.isEmpty()) { try { Runnable curAsync = queue.remove(0); curAsync.run(); } catch (Throwable t) { System.err.println(getThreadName()+": Exception occurred on JOGL OpenGL worker thread:"); t.printStackTrace(); } } // See about releasing current context GLContext curContext = GLContext.getCurrent(); if (curContext != null && (curContext instanceof GLContextImpl)) { GLContextImpl impl = (GLContextImpl) curContext; if (impl.hasWaiters()) { impl.release(); } } } } } } }