1 /*
2  * Copyright (c) 2003 Sun Microsystems, Inc. All Rights Reserved.
3  * Copyright (c) 2012 JogAmp Community. All rights reserved.
4  *
5  * Redistribution and use in source and binary forms, with or without
6  * modification, are permitted provided that the following conditions are
7  * met:
8  *
9  * - Redistribution of source code must retain the above copyright
10  *   notice, this list of conditions and the following disclaimer.
11  *
12  * - Redistribution in binary form must reproduce the above copyright
13  *   notice, this list of conditions and the following disclaimer in the
14  *   documentation and/or other materials provided with the distribution.
15  *
16  * Neither the name of Sun Microsystems, Inc. or the names of
17  * contributors may be used to endorse or promote products derived from
18  * this software without specific prior written permission.
19  *
20  * This software is provided "AS IS," without a warranty of any kind. ALL
21  * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES,
22  * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A
23  * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN
24  * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR
25  * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR
26  * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR
27  * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR
28  * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE
29  * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY,
30  * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
31  * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
32  *
33  * You acknowledge that this software is not designed or intended for use
34  * in the design, construction, operation or maintenance of any nuclear
35  * facility.
36  *
37  * Sun gratefully acknowledges that this software was originally authored
38  * and developed by Kenneth Bradley Russell and Christopher John Kline.
39  */
40 
41 package com.jogamp.opengl;
42 
43 import jogamp.opengl.ThreadingImpl;
44 
45 /** This API provides access to the threading model for the implementation of
46     the classes in this package.
47 
48     <P>
49 
50     OpenGL is specified as a thread-safe API, but in practice there
51     are multithreading-related issues on most, if not all, of the
52     platforms which support it. For example, some OpenGL
53     implementations do not behave well when one context is made
54     current first on one thread, released, and then made current on a
55     second thread, although this is legal according to the OpenGL
56     specification. On other platforms there are other problems.
57 
58     <P>
59 
60     Due to these limitations, and due to the inherent multithreading
61     in the Java platform (in particular, in the Abstract Window
62     Toolkit), it is often necessary to limit the multithreading
63     occurring in the typical application using the OpenGL API.
64 
65     <P>
66 
67     In the current reference implementation, for instance, multithreading
68     has been limited by
69     forcing all OpenGL-related work for GLAutoDrawables on to a single
70     thread. In other words, if an application uses only the
71     GLAutoDrawable and GLEventListener callback mechanism, it is
72     guaranteed to have the most correct single-threaded behavior on
73     all platforms.
74 
75     <P>
76 
77     Applications using the GLContext makeCurrent/release API directly
78     will inherently break this single-threaded model, as these methods
79     require that the OpenGL context be made current on the current
80     thread immediately. For applications wishing to integrate better
81     with an implementation that uses the single-threaded model, this
82     class provides public access to the mechanism used by the implementation.
83 
84     <P>
85 
86     Users can execute Runnables on the
87     internal thread used for performing OpenGL work, and query whether
88     the current thread is already this thread. Using these mechanisms
89     the user can move work from the current thread on to the internal
90     OpenGL thread if desired.
91 
92     <P>
93 
94     This class also provides mechanisms for querying whether this
95     internal serialization of OpenGL work is in effect, and a
96     programmatic way of disabling it.  In the current reference
97     implementation it is enabled by default, although it could be
98     disabled in the future if OpenGL drivers become more robust on
99     all platforms.
100 
101     <P>
102 
103     In addition to specifying programmatically whether the single
104     thread for OpenGL work is enabled, users may switch it on and off
105     using the system property <code>jogl.1thread</code>. Valid values
106     for this system property are:
107 
108     <PRE>
109     -Djogl.1thread=false     Disable single-threading of OpenGL work, hence use multithreading.
110     -Djogl.1thread=true      Enable single-threading of OpenGL work (default -- on a newly-created worker thread)
111     -Djogl.1thread=auto      Select default single-threading behavior (currently on)
112     -Djogl.1thread=awt       Enable single-threading of OpenGL work on AWT event dispatch thread (current default on all
113                              platforms, and also the default behavior older releases)
114     -Djogl.1thread=worker    Enable single-threading of OpenGL work on newly-created worker thread (not suitable for Mac
115                              OS X or X11 platforms, and risky on Windows in applet environments)
116     </PRE>
117 */
118 
119 public class Threading {
120     public static enum Mode {
121         /**
122          * Full multithreaded OpenGL,
123          * i.e. any {@link Threading#invoke(boolean, Runnable, Object) invoke}
124          * {@link Threading#invokeOnOpenGLThread(boolean, Runnable) commands}
125          * will be issued on the current thread immediately.
126          */
127         MT(0),
128 
129         /** Single-Threaded OpenGL on AWT EDT */
130         ST_AWT(1),
131 
132         /** Single-Threaded OpenGL on dedicated worker thread. */
133         ST_WORKER(2);
134 
135         public final int id;
136 
Mode(final int id)137         Mode(final int id){
138             this.id = id;
139         }
140     }
141 
142     /** No reason to ever instantiate this class */
Threading()143     private Threading() {}
144 
145     /** Returns the threading mode */
getMode()146     public static Mode getMode() {
147         return ThreadingImpl.getMode();
148     }
149 
150     /** If an implementation of the com.jogamp.opengl APIs offers a
151         multithreading option but the default behavior is single-threading,
152         this API provides a mechanism for end users to disable single-threading
153         in this implementation.  Users are strongly discouraged from
154         calling this method unless they are aware of all of the
155         consequences and are prepared to enforce some amount of
156         threading restrictions in their applications. Disabling
157         single-threading, for example, may have unintended consequences
158         on GLAutoDrawable implementations such as GLCanvas and GLJPanel.
159         Currently there is no supported way to re-enable it
160         once disabled, partly to discourage careless use of this
161         method. This method should be called as early as possible in an
162         application. */
disableSingleThreading()163     public static final void disableSingleThreading() {
164         ThreadingImpl.disableSingleThreading();
165     }
166 
167     /** Indicates whether OpenGL work is being automatically forced to a
168         single thread in this implementation. */
isSingleThreaded()169     public static final boolean isSingleThreaded() {
170         return ThreadingImpl.isSingleThreaded();
171     }
172 
173     /** Indicates whether the current thread is the designated toolkit thread,
174         if such semantics exists. */
isToolkitThread()175     public static final boolean isToolkitThread() throws GLException {
176         return ThreadingImpl.isToolkitThread();
177     }
178 
179     /**
180      * Indicates whether the current thread is capable of
181      * performing OpenGL-related work.
182      * <p>
183      * Method always returns <code>true</code>
184      * if {@link #getMode()} == {@link Mode#MT} or {@link #isSingleThreaded()} == <code>false</code>.
185      * </p>
186      */
isOpenGLThread()187     public static final boolean isOpenGLThread() throws GLException {
188         return ThreadingImpl.isOpenGLThread();
189     }
190 
191     /** Executes the passed Runnable on the single thread used for all
192         OpenGL work in this com.jogamp.opengl API implementation. It is
193         not specified exactly which thread is used for this
194         purpose. This method should only be called if the single-thread
195         model is in use and if the current thread is not the OpenGL
196         thread (i.e., if <code>isOpenGLThread()</code> returns
197         false). It is up to the end user to check to see whether the
198         current thread is the OpenGL thread and either execute the
199         Runnable directly or perform the work inside it.
200      **/
invokeOnOpenGLThread(final boolean wait, final Runnable r)201     public static final void invokeOnOpenGLThread(final boolean wait, final Runnable r) throws GLException {
202         ThreadingImpl.invokeOnOpenGLThread(wait, r);
203     }
204 
205     /**
206      * If not {@link #isOpenGLThread()}
207      * <b>and</b> the <code>lock</code> is not being hold by this thread,
208      * invoke Runnable <code>r</code> on the OpenGL thread via {@link #invokeOnOpenGLThread(boolean, Runnable)}.
209      * <p>
210      * Otherwise invoke Runnable <code>r</code> on the current thread.
211      * </p>
212      *
213      * @param wait set to true for waiting until Runnable <code>r</code> is finished, otherwise false.
214      * @param r the Runnable to be executed
215      * @param lock optional lock object to be tested
216      * @throws GLException
217      */
invoke(final boolean wait, final Runnable r, final Object lock)218     public static final void invoke(final boolean wait, final Runnable r, final Object lock) throws GLException {
219         if ( !isOpenGLThread() &&
220              ( null == lock || !Thread.holdsLock(lock) ) ) {
221             invokeOnOpenGLThread(wait, r);
222         } else {
223             r.run();
224         }
225     }
226 }
227