GLThread
A generic GL Thread. Takes care of initializing EGL and GL. Delegates to a Renderer instance to do the actual drawing. Can be configured to render continuously or on request.
All potentially blocking synchronization is done through the glThreadManager object. This avoids multiple-lock ordering issues.
Constructors
Types
Functions
awakeIfSleeping
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blockedOn
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checkAccess
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override fun checkAccess()
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countStackFrames
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dispatchUncaughtException
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equals
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freeMemory
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open override fun freeMemory()
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getContextClassLoader
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getPriority
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getStackTrace
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getState
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getThreadGroup
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getUncaughtExceptionHandler
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open override fun getUncaughtExceptionHandler(): Thread.UncaughtExceptionHandler?
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hasShutdownSignal
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init
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open override fun init(p0: ThreadGroup, p1: Runnable, p2: String, p3: Long)
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open override fun init(p0: ThreadGroup, p1: Runnable, p2: String, p3: Long, p4: AccessControlContext, p5: Boolean)
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interrupt0
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open override fun interrupt0()
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isInterrupted
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isRunning
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join
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notifyLostContext
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fun notifyLostContext()
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queueDestroy
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queueEvent
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queueRebound
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requestSleep
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open override fun requestSleep()
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runWithGlContext
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setContextClassLoader
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setNativeName
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setPriority
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setPriority0
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setUncaughtExceptionHandler
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open override fun setUncaughtExceptionHandler(uncaughtExceptionHandler: Thread.UncaughtExceptionHandler?)
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stop
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terminateAsync
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open override fun terminateAsync()
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terminateSync
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willStayRunning
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Properties
blockerLock
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contextClassLoader
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eglContext
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exceptionHandler
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glObjectsList
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group
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inheritableThreadLocals
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inheritedAccessControlContext
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isDoingWork
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nativeParkEventPointer
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parkBlocker
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single_step
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threadLocalRandomProbe
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threadLocalRandomSecondarySeed
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threadLocalRandomSeed
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threadLocals
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threadStatus
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uncaughtExceptionHandler
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work
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