diff options
author | Kenneth Russel <[email protected]> | 2004-06-19 01:58:40 +0000 |
---|---|---|
committer | Kenneth Russel <[email protected]> | 2004-06-19 01:58:40 +0000 |
commit | 8f1783018b2df30d1ba59866cfde9f884da5ad97 (patch) | |
tree | 30a815946edbf281d927a7b607bff18f9a6294f9 | |
parent | 8fc1f6b579fa953abf7627df1198bf1677b9e54f (diff) |
This putback attempts to address the following issues:
Issue 59: GLContext Leak
Issue 67: Java/Jogl app hangs some systems, not others, during reshape.
Issue 69: Error on window resize
Issue 89: Losing Backbuffer when Resizing/Moving a window
The primary change is to support handing off of the display()
implementation to the AWT event queue thread via a new class called
SingleThreadedWorkaround in the impl package. This was done to cause
the AWT's reshape code to execute on the same thread as all other
OpenGL rendering without changing the threading model (e.g., Animator
and the ability to manually call display()) visible to the end user.
This set of changes appears to work around the problems seen on ATI
cards with random corruption when resizing animating windows due to
multithreading bugs in the drivers. More testing by a larger community
will confirm this fix. Currently the workaround is enabled by default
on ATI cards.
A secondary but related change is to properly destroy the OpenGL
context when a heavyweight component is removed from its container.
In order to implement the above workaround, it was necessary to
override addNotify and removeNotify to properly track whether
GLCanvases were realized; at that point it was a fairly small step to
properly delete and recreate OpenGL contexts. The previous heuristics
which attempted to determine when a heavyweight had been realized have
been removed. A new demo, TestContextDestruction, exercises the new
functionality. It does still appear to exhibit resource leaks,
however; removing and re-adding the GLCanvas from its parent multiple
times causes the system to eventually slow down significantly. More
work is needed in this area. However, the demo does now execute as
opposed to throwing an exception which was the previous behavior.
The current code has been tested on Windows on NVidia hardware with
all existing demos with the workaround both enabled and disabled, and
on ATI hardware with the existing compatible demos with the workaround
enabled. The new abstract method in GLContext, destroyImpl(), has been
implemented but not yet tested on X11 and Mac OS X.
git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@132 232f8b59-042b-4e1e-8c03-345bb8c30851
12 files changed, 323 insertions, 32 deletions
diff --git a/src/net/java/games/jogl/Animator.java b/src/net/java/games/jogl/Animator.java index 5ab2aad75..e844c1501 100644 --- a/src/net/java/games/jogl/Animator.java +++ b/src/net/java/games/jogl/Animator.java @@ -39,6 +39,9 @@ package net.java.games.jogl; +import java.awt.EventQueue; +import net.java.games.jogl.impl.SingleThreadedWorkaround; + /** <P> An Animator can be attached to a GLDrawable to drive its display() method in a loop. For efficiency, it sets up the rendering thread for the drawable to be its own internal thread, @@ -113,7 +116,12 @@ public class Animator { // during display(), so don't disable the rendering // thread again. if (noException) { - drawable.setRenderingThread(null); + // Destruction of the underlying GLContext may have + // disabled the setRenderingThread optimization out + // from under us + if (drawable.getRenderingThread() != null) { + drawable.setRenderingThread(null); + } } } finally { synchronized (Animator.this) { @@ -133,6 +141,14 @@ public class Animator { finished. */ public synchronized void stop() { shouldStop = true; + // It's hard to tell whether the thread which calls stop() has + // dependencies on the Animator's internal thread. Currently we + // use a couple of heuristics to determine whether we should do + // the blocking wait(). + if ((Thread.currentThread() == thread) || + (SingleThreadedWorkaround.doWorkaround() && EventQueue.isDispatchThread())) { + return; + } while (shouldStop && thread != null) { try { wait(); diff --git a/src/net/java/games/jogl/GLCanvas.java b/src/net/java/games/jogl/GLCanvas.java index ee33a14c9..1deac7f32 100644 --- a/src/net/java/games/jogl/GLCanvas.java +++ b/src/net/java/games/jogl/GLCanvas.java @@ -40,6 +40,7 @@ package net.java.games.jogl; import java.awt.Canvas; +import java.awt.EventQueue; import java.awt.Graphics; import java.awt.GraphicsConfiguration; import net.java.games.jogl.impl.*; @@ -60,7 +61,7 @@ public final class GLCanvas extends Canvas implements GLDrawable { private GLDrawableHelper drawableHelper = new GLDrawableHelper(); private GLContext context; - + GLCanvas(GraphicsConfiguration config, GLCapabilities capabilities, GLCapabilitiesChooser chooser, @@ -82,6 +83,20 @@ public final class GLCanvas extends Canvas implements GLDrawable { } } + /** Overridden from Canvas; used to indicate when it's safe to + create an OpenGL context for the component. */ + public void addNotify() { + super.addNotify(); + context.setRealized(); + } + + /** Overridden from Canvas; used to indicate that it's no longer + safe to have an OpenGL context for the component. */ + public void removeNotify() { + context.destroy(); + super.removeNotify(); + } + /** Overridden from Canvas; causes {@link GLDrawableHelper#reshape} to be called on all registered {@link GLEventListener}s. Called automatically by the AWT; should not be invoked by applications @@ -183,7 +198,15 @@ public final class GLCanvas extends Canvas implements GLDrawable { // private void displayImpl() { - context.invokeGL(displayAction, false, initAction); + if (SingleThreadedWorkaround.doWorkaround() && !EventQueue.isDispatchThread()) { + try { + EventQueue.invokeAndWait(displayOnEventDispatchThreadAction); + } catch (Exception e) { + throw new GLException(e); + } + } else { + context.invokeGL(displayAction, false, initAction); + } } class InitAction implements Runnable { @@ -206,4 +229,15 @@ public final class GLCanvas extends Canvas implements GLDrawable { } } private SwapBuffersAction swapBuffersAction = new SwapBuffersAction(); + + // Workaround for ATI driver bugs related to multithreading issues + // like simultaneous rendering via Animators to canvases that are + // being resized on the AWT event dispatch thread + class DisplayOnEventDispatchThreadAction implements Runnable { + public void run() { + context.invokeGL(displayAction, false, initAction); + } + } + private DisplayOnEventDispatchThreadAction displayOnEventDispatchThreadAction = + new DisplayOnEventDispatchThreadAction(); } diff --git a/src/net/java/games/jogl/impl/GLContext.java b/src/net/java/games/jogl/impl/GLContext.java index 9d6036aaf..5260bda6a 100644 --- a/src/net/java/games/jogl/impl/GLContext.java +++ b/src/net/java/games/jogl/impl/GLContext.java @@ -40,7 +40,6 @@ package net.java.games.jogl.impl; import java.awt.Component; -import java.awt.EventQueue; import net.java.games.jogl.*; import net.java.games.gluegen.runtime.*; @@ -62,8 +61,8 @@ public abstract class GLContext { // fetched from a locked DrawingSurface during the validation as a // result of calling show() on the main thread. To work around this // we prevent any JAWT or OpenGL operations from being done until - // the first event is received from the AWT event dispatch thread. - private boolean realized; + // addNotify() is called on the component. + protected boolean realized; protected GLCapabilities capabilities; protected GLCapabilitiesChooser chooser; @@ -77,6 +76,14 @@ public abstract class GLContext { protected GLU glu = gluRoot; // this is the context's GLU interface protected Thread renderingThread; protected Runnable deferredReshapeAction; + // Support for OpenGL context destruction and recreation in the face + // of the setRenderingThread optimization, which makes the context + // permanently current on the animation thread. FIXME: should make + // this more uniform and general, possibly by implementing in terms + // of Runnables; however, necessary sequence of operations in + // invokeGL makes this tricky. + protected boolean deferredDestroy; + protected boolean deferredSetRealized; // Error checking for setRenderingThread to ensure that one thread // doesn't attempt to call setRenderingThread on more than one @@ -163,26 +170,41 @@ public abstract class GLContext { // Defer JAWT and OpenGL operations until onscreen components are // realized - if (!realized()) { - realized = EventQueue.isDispatchThread(); - } - - if (!realized() || + if (!isRealized() || willSetRenderingThread || (renderingThread != null && renderingThread != currentThread)) { - if (isReshape) { - deferredReshapeAction = runnable; + // Support for removeNotify()/addNotify() when the + // setRenderingThread optimization is in effect and before the + // animation thread gets a chance to handle either request + if (!isRealized() && deferredSetRealized) { + setRealized(); + deferredSetRealized = false; + } else { + if (isReshape) { + deferredReshapeAction = runnable; + } + return; } - return; } - if (isReshape && noAutoRedraw) { + if (isReshape && noAutoRedraw && !SingleThreadedWorkaround.doWorkaround()) { // Don't process reshape requests on the AWT thread deferredReshapeAction = runnable; return; } + if (deferredDestroy) { + deferredDestroy = false; + if (renderingThread != null) { + // Need to disable the setRenderingThread optimization to free + // up the context + setRenderingThread(null, initAction); + } + destroy(); + return; + } + // The goal of this code is to optimize OpenGL context handling as // much as possible. In particular: // @@ -345,6 +367,11 @@ public abstract class GLContext { } public synchronized void setRenderingThread(Thread currentThreadOrNull, Runnable initAction) { + if (SingleThreadedWorkaround.doWorkaround()) { + willSetRenderingThread = false; + return; + } + Thread currentThread = Thread.currentThread(); if (currentThreadOrNull != null && currentThreadOrNull != currentThread) { throw new GLException("Argument must be either the current thread or null"); @@ -436,6 +463,7 @@ public abstract class GLContext { resetProcAddressTable(gluProcAddressTable); haveResetGLUProcAddressTable = true; // Only need to do this once globally } + recomputeSingleThreadedWorkaround(); } /** @@ -550,6 +578,53 @@ public abstract class GLContext { GLException to be thrown. */ protected abstract void free() throws GLException; + /** Inform the system that the associated heavyweight widget has + been realized and that it is safe to create an associated OpenGL + context. If the widget is later destroyed then destroy() should + be called, which will cause the underlying OpenGL context to be + destroyed as well as the realized bit to be set to false. */ + public void setRealized() { + if (getRenderingThread() != null && + Thread.currentThread() != getRenderingThread()) { + deferredSetRealized = true; + return; + } + setRealized(true); + } + + /** Sets only the "realized" bit. Should be called by subclasses + from within the destroy() implementation. */ + protected synchronized void setRealized(boolean realized) { + this.realized = realized; + } + + /** Indicates whether the component associated with this context has + been realized. */ + public synchronized boolean getRealized() { + return realized; + } + + /** Destroys the underlying OpenGL context and changes the realized + state to false. This should be called when the widget is being + destroyed. */ + public synchronized void destroy() throws GLException { + if (getRenderingThread() != null && + Thread.currentThread() != getRenderingThread()) { + deferredDestroy = true; + return; + } + setRealized(false); + GLContextShareSet.contextDestroyed(this); + destroyImpl(); + } + + /** Destroys the underlying OpenGL context. */ + protected abstract void destroyImpl() throws GLException; + + public synchronized boolean isRealized() { + return (component == null || getRealized()); + } + /** Helper routine which resets a ProcAddressTable generated by the GLEmitter by looking up anew all of its function pointers. */ protected void resetProcAddressTable(Object table) { @@ -610,10 +685,23 @@ public abstract class GLContext { perThreadSavedCurrentContext.set(new GLContextInitActionPair(context, initAction)); } - //---------------------------------------------------------------------- - // Internals only below this point - // - private boolean realized() { - return ((component == null) || realized || component.isDisplayable()); + /** Support for automatic detection of whether we need to enable the + single-threaded workaround for ATI and other vendors' cards. + Should be called by subclasses for onscreen rendering inside + their makeCurrent() implementation once the context is + current. */ + private void recomputeSingleThreadedWorkaround() { + if (!SingleThreadedWorkaround.doWorkaround()) { + GL gl = getGL(); + String str = gl.glGetString(GL.GL_VENDOR); + if (str != null && str.indexOf("ATI") >= 0) { + // Doing this instead of calling setRenderingThread(null) should + // be OK since we are doing this very early in the maintenance + // of the per-thread context stack, before we are actually + // pushing any GLContext objects on it + renderingThread = null; + SingleThreadedWorkaround.shouldDoWorkaround(); + } + } } } diff --git a/src/net/java/games/jogl/impl/SingleThreadedWorkaround.java b/src/net/java/games/jogl/impl/SingleThreadedWorkaround.java new file mode 100755 index 000000000..ca6485ea2 --- /dev/null +++ b/src/net/java/games/jogl/impl/SingleThreadedWorkaround.java @@ -0,0 +1,86 @@ +/* + * 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 + * MIDROSYSTEMS, 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 net.java.games.jogl.impl; + +import java.security.AccessController; +import java.security.PrivilegedAction; + +/** Encapsulates the workaround of running all display operations on + the AWT event queue thread for the purposes of working around + problems seen primarily on ATI cards when rendering into a surface + that is simultaneously being resized by the event queue thread */ + +public class SingleThreadedWorkaround { + private static boolean ATI_WORKAROUND = false; + // If the user specified the workaround's system property (either + // true or false), don't let the automatic detection have any effect + private static boolean systemPropertySpecified = false; + + static { + AccessController.doPrivileged(new PrivilegedAction() { + public Object run() { + String workaround = System.getProperty("ATI_WORKAROUND"); + if (workaround != null) { + systemPropertySpecified = true; + ATI_WORKAROUND = Boolean.valueOf(workaround).booleanValue(); + } + printWorkaroundNotice(); + return null; + } + }); + } + + public static void shouldDoWorkaround() { + if (!systemPropertySpecified) { + ATI_WORKAROUND = true; + printWorkaroundNotice(); + } + } + + public static boolean doWorkaround() { + return ATI_WORKAROUND; + } + + private static void printWorkaroundNotice() { + if (ATI_WORKAROUND) { + System.err.println("Using ATI workaround of dispatching display() on event thread"); + } + } +} diff --git a/src/net/java/games/jogl/impl/macosx/MacOSXGLContext.java b/src/net/java/games/jogl/impl/macosx/MacOSXGLContext.java index 2a34709f2..22d12b575 100644 --- a/src/net/java/games/jogl/impl/macosx/MacOSXGLContext.java +++ b/src/net/java/games/jogl/impl/macosx/MacOSXGLContext.java @@ -172,6 +172,18 @@ public abstract class MacOSXGLContext extends GLContext } } + protected void destroyImpl() throws GLException { + if (nsContext != 0) { + if (!CGL.deleteContext(nsContext, null)) { + throw new GLException("Unable to delete OpenGL context"); + } + if (DEBUG) { + System.err.println("!!! Destroyed OpenGL context " + nsContext); + } + nsContext = 0; + } + } + public abstract void swapBuffers() throws GLException; protected long dynamicLookupFunction(String glFuncName) { diff --git a/src/net/java/games/jogl/impl/windows/WindowsGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsGLContext.java index 56a7188eb..d58a781a8 100644 --- a/src/net/java/games/jogl/impl/windows/WindowsGLContext.java +++ b/src/net/java/games/jogl/impl/windows/WindowsGLContext.java @@ -168,6 +168,18 @@ public abstract class WindowsGLContext extends GLContext { } } + protected void destroyImpl() throws GLException { + if (hglrc != 0) { + if (!WGL.wglDeleteContext(hglrc)) { + throw new GLException("Unable to delete OpenGL context"); + } + if (DEBUG) { + System.err.println("!!! Destroyed OpenGL context " + hglrc); + } + hglrc = 0; + } + } + public abstract void swapBuffers() throws GLException; protected long dynamicLookupFunction(String glFuncName) { @@ -455,6 +467,9 @@ public abstract class WindowsGLContext extends GLContext { throw new GLException("Unable to set pixel format"); } hglrc = WGL.wglCreateContext(hdc); + if (DEBUG) { + System.err.println("!!! Created OpenGL context " + hglrc); + } if (hglrc == 0) { throw new GLException("Unable to create OpenGL context"); } diff --git a/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java b/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java index 961a116d8..74d72645d 100644 --- a/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java +++ b/src/net/java/games/jogl/impl/windows/WindowsGLContextFactory.java @@ -101,10 +101,10 @@ public class WindowsGLContextFactory extends GLContextFactory { GraphicsConfiguration config = device.getDefaultConfiguration(); final Dialog frame = new Dialog(new Frame(config), "", false, config); frame.setUndecorated(true); - GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(), - null, - null, - device); + final GLCanvas canvas = GLDrawableFactory.getFactory().createGLCanvas(new GLCapabilities(), + null, + null, + device); canvas.addGLEventListener(new GLEventListener() { public void init(GLDrawable drawable) { pendingContextSet.remove(device); @@ -133,16 +133,29 @@ public class WindowsGLContextFactory extends GLContextFactory { public void reshape(GLDrawable drawable, int x, int y, int width, int height) { } + public void destroy(GLDrawable drawable) { + } + public void displayChanged(GLDrawable drawable, boolean modeChanged, boolean deviceChanged) { } }); - canvas.setSize(0, 0); - canvas.setNoAutoRedrawMode(true); - canvas.setAutoSwapBufferMode(false); - frame.add(canvas); - frame.pack(); - frame.show(); - canvas.display(); + // Attempt to work around deadlock issues with SingleThreadedWorkaround, + // which causes some of the methods below to block doing work on the AWT thread + try { + EventQueue.invokeLater(new Runnable() { + public void run() { + canvas.setSize(0, 0); + canvas.setNoAutoRedrawMode(true); + canvas.setAutoSwapBufferMode(false); + frame.add(canvas); + frame.pack(); + frame.show(); + canvas.display(); + } + }); + } catch (Exception e) { + throw new GLException(e); + } } return (GL) dummyContextMap.get(device); diff --git a/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java b/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java index 868846079..5bcdb4559 100644 --- a/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java +++ b/src/net/java/games/jogl/impl/windows/WindowsOnscreenGLContext.java @@ -155,12 +155,19 @@ public class WindowsOnscreenGLContext extends WindowsGLContext { throw new GLException("Unable to lock surface"); } // See whether the surface changed and if so destroy the old - // OpenGL context so it will be recreated + // OpenGL context so it will be recreated (NOTE: removeNotify + // should handle this case, but it may be possible that race + // conditions can cause this code to be triggered -- should test + // more) if ((res & JAWTFactory.JAWT_LOCK_SURFACE_CHANGED) != 0) { if (hglrc != 0) { if (!WGL.wglDeleteContext(hglrc)) { throw new GLException("Unable to delete old GL context after surface changed"); } + GLContextShareSet.contextDestroyed(this); + if (DEBUG) { + System.err.println("!!! Destroyed OpenGL context " + hglrc + " due to JAWT_LOCK_SURFACE_CHANGED"); + } hglrc = 0; } } diff --git a/src/net/java/games/jogl/impl/x11/X11GLContext.java b/src/net/java/games/jogl/impl/x11/X11GLContext.java index e3bb4ce72..40e462fb3 100644 --- a/src/net/java/games/jogl/impl/x11/X11GLContext.java +++ b/src/net/java/games/jogl/impl/x11/X11GLContext.java @@ -59,6 +59,11 @@ public abstract class X11GLContext extends GLContext { // OpenGL functions. private GLProcAddressTable glProcAddressTable; private static boolean haveResetGLXProcAddressTable; + // Cache the most recent value of the "display" variable (which we + // only guarantee to be valid in between makeCurrent / free pairs) + // so that we can implement displayImpl() (which must be done when + // the context is not current) + protected long mostRecentDisplay; static { functionNameMap = new HashMap(); @@ -167,6 +172,18 @@ public abstract class X11GLContext extends GLContext { } } + protected void destroyImpl() throws GLException { + if (context != 0) { + if (!GLX.glXDestroyContext(mostRecentDisplay, context)) { + throw new GLException("Unable to delete OpenGL context"); + } + if (DEBUG) { + System.err.println("!!! Destroyed OpenGL context " + context); + } + context = 0; + } + } + public abstract void swapBuffers() throws GLException; protected long dynamicLookupFunction(String glFuncName) { diff --git a/src/net/java/games/jogl/impl/x11/X11OffscreenGLContext.java b/src/net/java/games/jogl/impl/x11/X11OffscreenGLContext.java index 8c88b0225..0290f8d44 100644 --- a/src/net/java/games/jogl/impl/x11/X11OffscreenGLContext.java +++ b/src/net/java/games/jogl/impl/x11/X11OffscreenGLContext.java @@ -129,6 +129,7 @@ public class X11OffscreenGLContext extends X11GLContext { pendingOffscreenResize = false; } } + mostRecentDisplay = display; return super.makeCurrent(initAction); } diff --git a/src/net/java/games/jogl/impl/x11/X11OnscreenGLContext.java b/src/net/java/games/jogl/impl/x11/X11OnscreenGLContext.java index 911fc3740..1b5f54979 100644 --- a/src/net/java/games/jogl/impl/x11/X11OnscreenGLContext.java +++ b/src/net/java/games/jogl/impl/x11/X11OnscreenGLContext.java @@ -189,6 +189,7 @@ public class X11OnscreenGLContext extends X11GLContext { visualID = 0; return false; } + mostRecentDisplay = display; return true; } diff --git a/src/net/java/games/jogl/impl/x11/X11PbufferGLContext.java b/src/net/java/games/jogl/impl/x11/X11PbufferGLContext.java index ccbba8b92..5ab976870 100644 --- a/src/net/java/games/jogl/impl/x11/X11PbufferGLContext.java +++ b/src/net/java/games/jogl/impl/x11/X11PbufferGLContext.java @@ -217,6 +217,7 @@ public class X11PbufferGLContext extends X11GLContext { // Set up instance variables this.display = display; + mostRecentDisplay = display; this.parentContext = parentContext; buffer = tmpBuffer; this.fbConfig = fbConfig; |