Class Threading


  • public class Threading
    extends Object
    This API provides access to the threading model for the implementation of the classes in this package.

    OpenGL is specified as a thread-safe API, but in practice there are multithreading-related issues on most, if not all, of the platforms which support it. For example, some OpenGL implementations do not behave well when one context is made current first on one thread, released, and then made current on a second thread, although this is legal according to the OpenGL specification. On other platforms there are other problems.

    Due to these limitations, and due to the inherent multithreading in the Java platform (in particular, in the Abstract Window Toolkit), it is often necessary to limit the multithreading occurring in the typical application using the OpenGL API.

    In the current reference implementation, for instance, multithreading has been limited by forcing all OpenGL-related work for GLAutoDrawables on to a single thread. In other words, if an application uses only the GLAutoDrawable and GLEventListener callback mechanism, it is guaranteed to have the most correct single-threaded behavior on all platforms.

    Applications using the GLContext makeCurrent/release API directly will inherently break this single-threaded model, as these methods require that the OpenGL context be made current on the current thread immediately. For applications wishing to integrate better with an implementation that uses the single-threaded model, this class provides public access to the mechanism used by the implementation.

    Users can execute Runnables on the internal thread used for performing OpenGL work, and query whether the current thread is already this thread. Using these mechanisms the user can move work from the current thread on to the internal OpenGL thread if desired.

    This class also provides mechanisms for querying whether this internal serialization of OpenGL work is in effect, and a programmatic way of disabling it. In the current reference implementation it is enabled by default, although it could be disabled in the future if OpenGL drivers become more robust on all platforms.

    In addition to specifying programmatically whether the single thread for OpenGL work is enabled, users may switch it on and off using the system property jogl.1thread. Valid values for this system property are:

        -Djogl.1thread=false     Disable single-threading of OpenGL work, hence use multithreading.
        -Djogl.1thread=true      Enable single-threading of OpenGL work (default -- on a newly-created worker thread)
        -Djogl.1thread=auto      Select default single-threading behavior (currently on)
        -Djogl.1thread=awt       Enable single-threading of OpenGL work on AWT event dispatch thread (current default on all
                                 platforms, and also the default behavior older releases)
        -Djogl.1thread=worker    Enable single-threading of OpenGL work on newly-created worker thread (not suitable for Mac
                                 OS X or X11 platforms, and risky on Windows in applet environments)
        
    • Method Detail

      • getMode

        public static Threading.Mode getMode()
        Returns the threading mode
      • disableSingleThreading

        public static final void disableSingleThreading()
        If an implementation of the com.jogamp.opengl APIs offers a multithreading option but the default behavior is single-threading, this API provides a mechanism for end users to disable single-threading in this implementation. Users are strongly discouraged from calling this method unless they are aware of all of the consequences and are prepared to enforce some amount of threading restrictions in their applications. Disabling single-threading, for example, may have unintended consequences on GLAutoDrawable implementations such as GLCanvas and GLJPanel. Currently there is no supported way to re-enable it once disabled, partly to discourage careless use of this method. This method should be called as early as possible in an application.
      • isSingleThreaded

        public static final boolean isSingleThreaded()
        Indicates whether OpenGL work is being automatically forced to a single thread in this implementation.
      • isToolkitThread

        public static final boolean isToolkitThread()
                                             throws GLException
        Indicates whether the current thread is the designated toolkit thread, if such semantics exists.
        Throws:
        GLException
      • invokeOnOpenGLThread

        public static final void invokeOnOpenGLThread​(boolean wait,
                                                      Runnable r)
                                               throws GLException
        Executes the passed Runnable on the single thread used for all OpenGL work in this com.jogamp.opengl API implementation. It is not specified exactly which thread is used for this purpose. This method should only be called if the single-thread model is in use and if the current thread is not the OpenGL thread (i.e., if isOpenGLThread() returns false). It is up to the end user to check to see whether the current thread is the OpenGL thread and either execute the Runnable directly or perform the work inside it.
        Throws:
        GLException
      • invoke

        public static final void invoke​(boolean wait,
                                        Runnable r,
                                        Object lock)
                                 throws GLException
        If not isOpenGLThread() and the lock is not being hold by this thread, invoke Runnable r on the OpenGL thread via invokeOnOpenGLThread(boolean, Runnable).

        Otherwise invoke Runnable r on the current thread.

        Parameters:
        wait - set to true for waiting until Runnable r is finished, otherwise false.
        r - the Runnable to be executed
        lock - optional lock object to be tested
        Throws:
        GLException