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/*
* 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 com.sun.opengl.impl;
import java.lang.reflect.InvocationTargetException;
/** 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 on the worker thread -- no need for a
// queue since we don't have an invokeLater() primitive
private static volatile Runnable work;
/** Should only be called by Threading class if creation of the
GLWorkerThread was requested via the opengl.1thread system
property. */
public static void start() {
if (!started) {
synchronized (GLWorkerThread.class) {
if (!started) {
lock = new Object();
thread = new Thread(new WorkerRunnable(),
"JOGL GLWorkerThread");
started = true;
synchronized (lock) {
thread.start();
try {
lock.wait();
} catch (InterruptedException e) {
}
}
} else {
throw new RuntimeException("Should not start GLWorkerThread twice");
}
}
}
}
public static void invokeAndWait(Runnable runnable)
throws InvocationTargetException, InterruptedException {
if (!started) {
throw new RuntimeException("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;
lock.notifyAll();
lock.wait();
if (exception != null) {
throw new InvocationTargetException(exception);
}
}
}
/** 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);
}
static class WorkerRunnable implements Runnable {
public void run() {
// Notify starting thread that we're ready
synchronized (lock) {
lock.notifyAll();
}
while (!shouldTerminate) {
synchronized (lock) {
while ((work == null) && !shouldTerminate) {
try {
lock.wait();
} catch (InterruptedException e) {
}
}
if (shouldTerminate) {
thread = null;
lock = null;
return;
}
try {
work.run();
} catch (Throwable t) {
exception = t;
} finally {
work = null;
lock.notifyAll();
}
}
}
}
}
}
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