public class Threading extends Object
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)
Modifier and Type | Class and Description |
---|---|
static class |
Threading.Mode |
Modifier and Type | Method and Description |
---|---|
static 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.
|
static Threading.Mode |
getMode()
Returns the threading mode
|
static void |
invoke(boolean wait,
Runnable r,
Object lock)
If not
isOpenGLThread()
and the lock is not being hold by this thread,
invoke Runnable r on the OpenGL thread via invokeOnOpenGLThread(boolean, Runnable) . |
static void |
invokeOnOpenGLThread(boolean wait,
Runnable r)
Executes the passed Runnable on the single thread used for all
OpenGL work in this com.jogamp.opengl API implementation.
|
static boolean |
isOpenGLThread()
Indicates whether the current thread is capable of
performing OpenGL-related work.
|
static boolean |
isSingleThreaded()
Indicates whether OpenGL work is being automatically forced to a
single thread in this implementation.
|
static boolean |
isToolkitThread()
Indicates whether the current thread is the designated toolkit thread,
if such semantics exists.
|
public static Threading.Mode getMode()
public static final void disableSingleThreading()
public static final boolean isSingleThreaded()
public static final boolean isToolkitThread() throws GLException
GLException
public static final boolean isOpenGLThread() throws GLException
Method always returns true
if getMode()
== Threading.Mode.MT
or isSingleThreaded()
== false
.
GLException
public static final void invokeOnOpenGLThread(boolean wait, Runnable r) throws GLException
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.GLException
public static final void invoke(boolean wait, Runnable r, Object lock) throws GLException
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.
wait
- set to true for waiting until Runnable r
is finished, otherwise false.r
- the Runnable to be executedlock
- optional lock object to be testedGLException
Copyright 2010 JogAmp Community.