GLAutoDrawable (API CHANGE) allowing atomic operations: - Add class API-doc chapter about 'GLAutoDrawable Locking'
- Add method invoke(..) API-doc description about throwing IllegalStateException in case of a detected deadlock situation ahead (Note: Implemented in GLDrawableHelper.invoke(..) for all implementations)
- Add new methods for proper multithread handling: - public RecursiveLock getUpstreamLock(); - public boolean isThreadGLCapable();
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GLEventListenerState/GLDrawableUtil:
- Perform operation in a atomic fashion, i.e. lock GLAutoDrawable during whole operations: - GLDrawableUtil.swapGLContext(..) - GLDrawableUtil.swapGLContextAndAllGLEventListener(..) - GLEventListenerState.moveFrom(..) - GLEventListenerState.moveTo(..)
- ReshapeGLEventListener: - Moved from GLEventListenerState.ReshapeGLEventListener -> GLDrawableUtil.ReshapeGLEventListener - Takes 'displayAfterReshape' case into account.
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javax.media.opengl.Threading Clarifications: - Public 'enum Mode', i.e. Threading.Mode
- Public getMode()
- Clarified 'isOpenGLThread()': - Take 'singleThreaded' into account directly, i.e. always return 'true' if singleThreaded == false
Fixed and Changed NVidia Windows Driver Threaded optimization bug workaround of commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b
Commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b added a workaround for the NVidia driver 260.99 for Window from 2010-12-11 issue.
[1] The workaround sets a process affinity while JOGL initialization to mitigate NVidia driver's 'Threaded optimization := On' race conditions. The process affinity is reset reset after initialization.
[2] The process affinity reset code had a bug, i.e. instead to restore the original process's affinity mask, we restored the system's default affinity mask.
[3] Further more, there seem to be issues with changing a process affinity mask regarding the process group.
This patch: - Solves issue [2] by using the original process affinity mask
- Solves issue [3] by allowing a custom affinity mode via the property 'jogl.debug.windows.cpu_affinity_mode':
- 0 - none (default, no affinity required for Windows NV driver >= 266.58 from 2011-01-24) - 1 - process affinity (was required w/ Windows NV driver 260.99 from 2010-12-11, see commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b) - 2 - thread affinity (experimental)
Hence the workaround is disabled by default, since the crash as dicumented in commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b could not be reproduced with NV driver 266.58 from 2011-01-24.
Bug 1029 - Memory leak in GLDrawableHelper: 'perThreadInitAction' shall use a WeakReference
Static ThreadLocal 'perThreadInitAction' leaks memory if using a hard reference, utilizing a WeakReference allows the passed 'initAction' owner to be garbage collected.
Bug 1037 - FBObject/GLFBODrawable: Do not assume using a TextureAttachment for a Colorbuffer, also make DEPTH optional.
API Change
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In certain cases a TextureAttachment for the FBO's color buffer is not desired, either for performance reasons where texture functionality is not required or to avoid texture restrictions like size, etc.
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GLFBODrawable shall use TextureAttachment for the FBO's color buffer and a DEPTH buffer per default. However, the user shall be allowed to use a plain ColorAttachment (renderbuffer) and also no DEPTH buffer.
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FBObject Details: - Colorbuffer interface exposes Attachment details like format, size, etc as well as it's implementation specifics, isTextureAttachment() and getTextureAttachment() allowing a clean cast and type query.
- Allow ColorAttachment to be used for non MSAA
- Make TextureAttachment optional for method 'use(GL, TextureAttachment)'
- Only validate size against MAX_TEXTURESIZE if using a TextureAttachment
Bug 1036: NVidia Windows Driver 'Threaded optimization' workaround. [3/3]
Commit 5166d6a6b617ccb15c40fcb8d4eac2800527aa7b added a workaround for NVidia's Windows Driver Threaded optimization bug existing in NVidia driver 260.99 for Window from 2010-12-11.
Commit 007f120cd8d33e4231ef4d207b85ed156d1e0c82 fixed the workaround and made it optional, default: turned off!
Rational of turning the workaround off was due to testing against the original test-case 'Applet and Webstart' with drivers >= 266.58 from 2011-01-24, which did not reproduce this issue.
However, our unit tests reproduced the issue, e.g. test: com.jogamp.opengl.test.junit.jogl.caps.TestTranslucencyNEWT
Hence we have to re-enable the workaround per default.
Added the following documentation of the issue:
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Since NV driver 260.99 from 2010-12-11 a 'Threaded optimization' feature has been introduced. The driver spawns off a dedicated thread to off-load certain OpenGL tasks from the calling thread to perform them async and off-thread.
If 'Threaded optimization' is manually enabled 'on', the driver may crash with JOGL's consistent multi-threaded usage - this is a driver bug.
If 'Threaded optimization' is manually disabled 'off', the driver always works correctly.
'Threaded optimization' default setting is 'auto' and the driver may crash without this workaround.
If setting the process affinity to '1' (1st CPU) while initialization and launching the SharedResourceRunner, the driver does not crash anymore in 'auto' mode. This might be either because the driver does not enable 'Threaded optimization' or because the driver's worker thread is bound to the same CPU.
Property integer value <code>jogl.debug.windows.cpu_affinity_mode</code>: 0 - none (no affinity, may cause driver crash with 'Threaded optimization' = ['auto', 'on']) 1 - process affinity (default, workaround for driver crash for 'Threaded optimization' = 'auto', still crashes if set to 'on')