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
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@@ -1507,7 +1507,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback
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mPaused = false;
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updateState();
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if (mRenderMode == RENDERMODE_WHEN_DIRTY) {
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executeDraw();
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requestRender();
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}
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}
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