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My JOGL crashes if I'm not using an external monitor

开发者 https://www.devze.com 2023-01-20 16:09 出处:网络
This seems insane, but I\'ve been able to reproduce an issue where my JOGL app crashes if I\'m not using an external monitor. All I do is start the app, and it immediately becomes unresponsive. If I p

This seems insane, but I've been able to reproduce an issue where my JOGL app crashes if I'm not using an external monitor. All I do is start the app, and it immediately becomes unresponsive. If I plug in an external monitor, the problem disappears.

If I let the app run, then randomly pause it in a debugger, I get the following stack trace:

GraphicsApp at localhost:3173 (Suspended)   
    Daemon System Thread [Attach Listener] (Suspended)  
    Daemon System Thread [Signal Dispatcher] (Suspended)    
    Daemon System Thread [Finalizer] (Suspended)    
        Object.wait(long) line: not available [native method]   
        ReferenceQueue<T>.remove(long) line: not available  
        ReferenceQueue<T>.remove() line: not available  
        Finalizer$FinalizerThread.run() line: not available 
    Daemon System Thread [Reference Handler] (Suspended)    
        Object.wait(long) line: not available [native method]   
        Reference$Lock(Object).wait() line: 485 
        Reference$ReferenceHandler.run() line: not available    
    Daemon System Thread [Java2D Disposer] (Suspended)  
        Object.wait(long) line: not available [native method]   
        ReferenceQueue<T>.remove(long) line: not available  
        ReferenceQueue<T>.remove() line: not available  
        Disposer.run() line: not available  
        Thread.run() line: not available    
    Daemon Thread [AWT-Windows] (Suspended) 
        WToolkit.eventLoop() line: not available [native method]    
        WToolkit.run() line: not available  
        Thread.run() line: not available    
    Thread [AWT-Shutdown] (Suspended)   
        Object.wait(long) line: not available [native method]   
        Object.wait() line: 485 
        AWTAutoShutdown.run() line: not available   
        Thread.run() line: not available    
    Thread [AWT-EventQueue-0] (Suspended)   
        WGLExtImpl.dispatch_wglMakeContextCurrent1(long, long, long, long) line: not available [native method]  
        WGLExtImpl.wglMakeContextCurrent(long, long, long) line: 658    
        WindowsOnscreenWGLContext(WindowsWGLContext).wglMakeContextCurrent(long, long, long) line: 104  
        WindowsOnscreenWGLContext(WindowsWGLContext).releaseImpl() line: 315    
        WindowsOnscreenWGLContext(GLContextImpl).release() line: 151    
        GLDrawableHelper.invokeGL(GLDrawable, GLContext, Runnable, Runnable) line: 291  
        GLCanvas$DisplayOnEventDispatchThreadAction.run() line: 674 
        InvocationEvent.dispatch() line: not available  
        EventQueue.dispatchEvent(AWTEvent) line: not available  
        EventDispatchThread.pumpOneEventForFilters(int) line: not available 
        EventDispatchThread.pumpEventsForFilter(int, Conditional, EventFilter) line: not available  
        EventDispatchThread.pumpEventsForHierarchy(int, Conditional, Component) line: not available 
        EventDispatchThread.pumpEvents(int, Conditional) line: not available    
        EventDispatchThread.pumpEvents(Conditional) line: not available 
        EventDispatchThread.run() line: not available   
    Daemon System Thread [D3D Screen Updater] (Suspended)   
        Object.wait(long) line: not available [native method]   
        D3DScreenUpdateManager.run() line: not available    
        Thread.run() line: not available    
    Thread [DestroyJavaVM] (Suspended)  
    Thread [Timer-0] (Suspended)    
        Object.wait(long) line: not available [native method]   
        EventQueue$1AWTInvocationLock(Object).wait() line: 485  
        EventQueue.invokeAndWait(Runnable) line: not available  
        AWTThreadingPlugin.invokeOnOpenGLThread(Runnable) line: 99  
        ThreadingImpl.invokeOnOpenGLThread(Runnable) line: 192  
        Threading.invokeOnOpenGLThread(Runnable) line: 164  
        GLCanvas.maybeDoSingleThreadedWorkaround(Runnable, Runnable) line: 591  
        GLCanvas.display() line: 301    
        AnimatorImpl.display(Animator, boolean, boolean) line: 50   
        FPSAnimator(Animator).display() line: 154   
        FPSAnimator$1.run() line: 95    
        TimerThread.mainLoop() line: not available  
        TimerThread.run() line: not available [local variables unavailable] 

I开发者_StackOverflow社区 haven't tested to see if I can reproduce this issue just using OpenGL.

Am I doing something wrong? Perhaps I'm confused about the monitor issue and it's something else?


Any chance you have setVSyncEnabled(true) somewhere or gl.setSwapInterval(<some nonzero value>)? Search for "Vertical retrace" here if you'd like to know more.


Are you running -Djava.awt.headless=true ?


Are you using an Intel integrated graphics chipset? I've seen some problems with those for multi- or external-monitor support with JOGL. You might try on another computer with a different graphics card to see if the behavior changes -- if it does, your current graphics driver may be at fault.

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