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authorSven Gothel <[email protected]>2012-06-28 21:32:48 +0200
committerSven Gothel <[email protected]>2012-06-28 21:32:48 +0200
commitbc7503c77892a9e14b10e8b8e9ce48b148c6fa4c (patch)
treef4e976ac6f7e55dfbac18d1892b2464065cf188d
parent1a91ec5c8b6fd9d9db7bc115569c369fe7b38e9b (diff)
SWT/AWT GLCanvas multithreading annotations (see commit 1a91ec5c8b6fd9d9db7bc115569c369fe7b38e9b) ; AWT GLCanvas remove dead code.
-rw-r--r--src/jogl/classes/com/jogamp/opengl/swt/GLCanvas.java13
-rw-r--r--src/jogl/classes/javax/media/opengl/awt/GLCanvas.java23
2 files changed, 30 insertions, 6 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/swt/GLCanvas.java b/src/jogl/classes/com/jogamp/opengl/swt/GLCanvas.java
index 6fe9e33f6..7e1b69823 100644
--- a/src/jogl/classes/com/jogamp/opengl/swt/GLCanvas.java
+++ b/src/jogl/classes/com/jogamp/opengl/swt/GLCanvas.java
@@ -79,6 +79,19 @@ import com.jogamp.opengl.JoglVersion;
* Simply locking before using drawable/context offthread
* would allow a deadlock situation!
* </p>
+ * <p>
+ * NOTE: [MT-0] Methods utilizing [volatile] drawable/context are not synchronized.
+ In case any of the methods are called outside of a locked state
+ extra care should be added. Maybe we shall expose locking facilities to the user.
+ However, since the user shall stick to the GLEventListener model while utilizing
+ GLAutoDrawable implementations, she is safe due to the implicit locked state.
+ * </p>
+ * <p>
+ * FIXME: [MT-2] Revise threading code
+ The logic whether to spawn off the GL task and
+ determination which thread to use is too complex and redundant.
+ (See isRenderThread(), runInGLThread() and runInDesignatedGLThread())
+ * </p>
*/
public class GLCanvas extends Canvas implements GLAutoDrawable {
diff --git a/src/jogl/classes/javax/media/opengl/awt/GLCanvas.java b/src/jogl/classes/javax/media/opengl/awt/GLCanvas.java
index 604dea057..bdfa11959 100644
--- a/src/jogl/classes/javax/media/opengl/awt/GLCanvas.java
+++ b/src/jogl/classes/javax/media/opengl/awt/GLCanvas.java
@@ -132,6 +132,20 @@ import jogamp.opengl.GLDrawableHelper;
* <ul>
* <li><pre>sun.awt.noerasebackground=true</pre></li>
* </ul>
+ * <p>
+ * FIXME: If this instance runs in multithreading mode, see {@link Threading#isSingleThreaded()} (default: single-thread),
+ * proper recursive locking is required for drawable/context @ destroy and display.
+ * Recreation etc could pull those instances while animating!
+ * Simply locking before using drawable/context offthread
+ * would allow a deadlock situation!
+ * </p>
+ * <p>
+ * NOTE: [MT-0] Methods utilizing [volatile] drawable/context are not synchronized.
+ In case any of the methods are called outside of a locked state
+ extra care should be added. Maybe we shall expose locking facilities to the user.
+ However, since the user shall stick to the GLEventListener model while utilizing
+ GLAutoDrawable implementations, she is safe due to the implicit locked state.
+ * </p>
*/
@SuppressWarnings("serial")
@@ -141,8 +155,8 @@ public class GLCanvas extends Canvas implements AWTGLAutoDrawable, WindowClosing
private final GLDrawableHelper drawableHelper = new GLDrawableHelper();
private AWTGraphicsConfiguration awtConfig;
- private volatile GLDrawable drawable;
- private GLContextImpl context;
+ private volatile GLDrawable drawable; // volatile avoids locking all accessors. FIXME still need to sync destroy/display
+ private volatile GLContextImpl context; // volatile avoids locking all accessors. FIXME still need to sync destroy/display
private boolean sendReshape = false;
// copy of the cstr args, mainly for recreation
@@ -388,10 +402,7 @@ public class GLCanvas extends Canvas implements AWTGLAutoDrawable, WindowClosing
@Override
public boolean isRealized() {
- return ( null != drawable ) ? drawable.isRealized() : false;
- }
- protected final boolean isRealizedImpl() {
- return ( null != drawable ) ? drawable.isRealized() : false;
+ return (null != drawable) ? drawable.isRealized() : false;
}
@Override