diff options
Diffstat (limited to 'src')
4 files changed, 37 insertions, 31 deletions
diff --git a/src/classes/com/sun/opengl/impl/Java2D.java b/src/classes/com/sun/opengl/impl/Java2D.java index 3d14f3003..de3d477e3 100755 --- a/src/classes/com/sun/opengl/impl/Java2D.java +++ b/src/classes/com/sun/opengl/impl/Java2D.java @@ -412,11 +412,13 @@ public class Java2D { // similar rather than keeping one share context in a global // variable. initializedJ2DFBOShareContext = true; + System.err.println("Starting initialization of J2D FBO share context"); invokeWithOGLSharedContextCurrent(gc, new Runnable() { public void run() { j2dFBOShareContext = GLDrawableFactory.getFactory().createExternalGLContext(); } }); + System.err.println("Ending initialization of J2D FBO share context"); } } } diff --git a/src/classes/com/sun/opengl/impl/windows/WindowsGLContext.java b/src/classes/com/sun/opengl/impl/windows/WindowsGLContext.java index a78c3baf0..7a4b73351 100644 --- a/src/classes/com/sun/opengl/impl/windows/WindowsGLContext.java +++ b/src/classes/com/sun/opengl/impl/windows/WindowsGLContext.java @@ -121,6 +121,9 @@ public class WindowsGLContext extends GLContextImpl { if (hglrc == 0) { throw new GLException("Unable to create OpenGL context for device context " + toHexString(drawable.getHDC())); } + if (DEBUG) { + System.err.println(getThreadName() + ": !!! Created OpenGL context " + toHexString(hglrc) + " for " + this + ", device context " + toHexString(drawable.getHDC()) + ", not yet sharing"); + } // Windows can set up sharing of display lists after creation time WindowsGLContext other = (WindowsGLContext) GLContextShareSet.getShareContext(this); long hglrc2 = 0; diff --git a/src/classes/javax/media/opengl/GLJPanel.java b/src/classes/javax/media/opengl/GLJPanel.java index a6a8b608d..b4b6b2c52 100644 --- a/src/classes/javax/media/opengl/GLJPanel.java +++ b/src/classes/javax/media/opengl/GLJPanel.java @@ -136,10 +136,6 @@ public class GLJPanel extends JPanel implements GLAutoDrawable { private int[] alignment = new int[1]; // Implementation using Java2D OpenGL pipeline's back buffer - private static boolean swingBufferPerWindow = - Debug.isPropertyDefined("swing.bufferPerWindow") ? - Debug.getBooleanProperty("swing.bufferPerWindow") : - true; private boolean oglPipelineEnabled = Java2D.isOGLPipelineActive() && !Debug.isPropertyDefined("jogl.gljpanel.noogl"); diff --git a/src/classes/javax/media/opengl/Threading.java b/src/classes/javax/media/opengl/Threading.java index 896e945d8..d3712c4c5 100755 --- a/src/classes/javax/media/opengl/Threading.java +++ b/src/classes/javax/media/opengl/Threading.java @@ -125,6 +125,9 @@ public class Threading { private static final int AWT = 1; private static final int WORKER = 2; private static int mode; + // We need to know whether we're running on X11 platforms to change + // our behavior when the Java2D/JOGL bridge is active + private static boolean isX11; static { AccessController.doPrivileged(new PrivilegedAction() { @@ -138,7 +141,9 @@ public class Threading { // while holding the AWT lock. The optimization of // makeCurrent / release calls isn't worth these stability // problems. - boolean isWindows = System.getProperty("os.name").startsWith("Windows"); + String osName = System.getProperty("os.name"); + boolean isWindows = osName.startsWith("Windows"); + isX11 = !(isWindows || osName.startsWith("Mac OS")); // int defaultMode = (isWindows ? WORKER : AWT); int defaultMode = AWT; mode = defaultMode; @@ -205,24 +210,22 @@ public class Threading { case AWT: if (Java2D.isOGLPipelineActive()) { // FIXME: ideally only the QFT would be considered to be the - // "OpenGL thread", but we can not currently run all of JOGL's - // OpenGL work on that thread. For now, run the GLJPanel's - // Java2D/JOGL bridge on the QFT but everything else on the - // EDT, except when we're already on the QFT. + // "OpenGL thread", but we can not currently run all of + // JOGL's OpenGL work on that thread. See the FIXME in + // invokeOnOpenGLThread. return (Java2D.isQueueFlusherThread() || - EventQueue.isDispatchThread()); + (isX11 && EventQueue.isDispatchThread())); } else { return EventQueue.isDispatchThread(); } case WORKER: if (Java2D.isOGLPipelineActive()) { // FIXME: ideally only the QFT would be considered to be the - // "OpenGL thread", but we can not currently run all of JOGL's - // OpenGL work on that thread. For now, run the GLJPanel's - // Java2D/JOGL bridge on the QFT but everything else on the - // worker thread, except when we're already on the QFT. + // "OpenGL thread", but we can not currently run all of + // JOGL's OpenGL work on that thread. See the FIXME in + // invokeOnOpenGLThread. return (Java2D.isQueueFlusherThread() || - GLWorkerThread.isWorkerThread()); + (isX11 && GLWorkerThread.isWorkerThread())); } else { return GLWorkerThread.isWorkerThread(); } @@ -252,22 +255,24 @@ public class Threading { switch (mode) { case AWT: // FIXME: ideally should run all OpenGL work on the Java2D QFT - // thread when it's enabled, but there are issues with this when - // the GLJPanel is not using the Java2D bridge; would like to run - // its OpenGL work on the QFT, but do the image drawing from the - // EDT. Other issues still remain with the GLCanvas as well. - - // if (Java2D.isOGLPipelineActive()) { - // Java2D.invokeWithOGLContextCurrent(null, r); - // } else { - try { - EventQueue.invokeAndWait(r); - } catch (InvocationTargetException e) { - throw new GLException(e.getTargetException()); - } catch (InterruptedException e) { - throw new GLException(e); - } - // } + // thread when it's enabled, but unfortunately there are + // deadlock issues on X11 platforms when making our + // heavyweight OpenGL contexts current on the QFT because we + // perform the JAWT lock inside the makeCurrent() + // implementation, which attempts to grab the AWT lock on the + // QFT which is not allowed. For now, on X11 platforms, + // continue to perform this work on the EDT. + if (Java2D.isOGLPipelineActive() && !isX11) { + Java2D.invokeWithOGLContextCurrent(null, r); + } else { + try { + EventQueue.invokeAndWait(r); + } catch (InvocationTargetException e) { + throw new GLException(e.getTargetException()); + } catch (InterruptedException e) { + throw new GLException(e); + } + } break; case WORKER: |