Lines Matching defs:thread

51  * <li>Renders on a dedicated thread to decouple rendering performance from the
52 * UI thread.
124 * pause and resume the rendering thread, and also allow GLSurfaceView to release and recreate
132 * that's running in the rendering thread. You can do this using any
133 * standard Java cross-thread communication mechanism. In addition,
151 * // thread:
321 * Set the renderer associated with this view. Also starts the thread that
498 * from any thread. Must not be called before a renderer has been set.
512 * from any thread. Must not be called before a renderer has been set.
546 * pause the rendering thread.
557 * thread.
565 * Queue a runnable to be run on the GL rendering thread. This can be used
566 * to communicate with the Renderer on the rendering thread.
568 * @param r the runnable to be run on the GL rendering thread.
664 * The renderer will be called on a separate thread, so that rendering
665 * performance is decoupled from the UI thread. Clients typically need to
666 * communicate with the renderer from the UI thread, because that's where
668 * standard Java techniques for cross-thread communication, or they can
687 * Called when the rendering thread
1443 // By design, this is the only place in a GLThread thread where we wait().
1635 Log.i("Main thread", "onPause waiting for mPaused.");
1657 Log.i("Main thread", "onResume waiting for !mPaused.");
1677 // Wait for thread to react to resize and render a frame
1681 Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
1693 // don't call this from GLThread thread or it is a guaranteed
1714 * Queue an "event" to be run on the GL rendering thread.
1715 * @param r the runnable to be run on the GL rendering thread.
1727 // Once the thread is started, all accesses to the following member
1752 * Set once at thread construction time, nulled out when the parent view is garbage
1803 public synchronized void threadExiting(GLThread thread) {
1805 Log.i("GLThread", "exiting tid=" + thread.getId());
1807 thread.mExited = true;
1808 if (mEglOwner == thread) {
1821 public boolean tryAcquireEglContextLocked(GLThread thread) {
1822 if (mEglOwner == thread || mEglOwner == null) {
1823 mEglOwner = thread;
1831 // Notify the owning thread that it should release the context.
1833 // if the owning thread is drawing continuously it will just
1845 public void releaseEglContextLocked(GLThread thread) {
1846 if (mEglOwner == thread) {