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authorMathias Agopian <mathias@google.com>2013-04-10 12:33:15 -0700
committerMathias Agopian <mathias@google.com>2013-04-10 12:33:15 -0700
commitab814a647222ff6a6b682f0ff8159d1253cc0713 (patch)
treeeebe3154b6fe7ce2ebcfdeb9bd82f5ccd683e368 /opengl/java
parent57d019e222abc0de3f8876e682617d42872230c6 (diff)
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Don't draw synchronously in onResume()
this could cause a dead-lock if the applicaltion's draw implementation blocks until something happenson the main ui thread. note: we're still doing this synchronous draw in onWindowResize() because that's what the previous implementation did. Technically, it has the same problem. Bug: 8586305 Change-Id: I782568289cc9419346aeea73775d86faa28b3058
Diffstat (limited to 'opengl/java')
-rw-r--r--opengl/java/android/opengl/GLSurfaceView.java2
1 files changed, 1 insertions, 1 deletions
diff --git a/opengl/java/android/opengl/GLSurfaceView.java b/opengl/java/android/opengl/GLSurfaceView.java
index daa5d13..ab7ceb6 100644
--- a/opengl/java/android/opengl/GLSurfaceView.java
+++ b/opengl/java/android/opengl/GLSurfaceView.java
@@ -1507,7 +1507,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
mPaused = false;
updateState();
if (mRenderMode == RENDERMODE_WHEN_DIRTY) {
- executeDraw();
+ requestRender();
}
}