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
This commit is contained in:
Mathias Agopian
2013-04-10 12:33:15 -07:00
parent 57d019e222
commit ab814a6472

View File

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