Searched refs:mRenderThread (Results 1 – 3 of 3) sorted by relevance
40 private RenderThread mRenderThread; field in BlockingGLTextureView48 if (mRenderThread != null) { in setRenderer()51 mRenderThread = new RenderThread(renderer); in setRenderer()55 mRenderThread.render(); in render()59 if (mRenderThread != null) { in destroy()60 mRenderThread.finish(); in destroy()61 mRenderThread = null; in destroy()68 mRenderThread.setSurface(surface); in onSurfaceTextureAvailable()69 mRenderThread.setSize(width, height); in onSurfaceTextureAvailable()75 mRenderThread.setSize(width, height); in onSurfaceTextureSizeChanged()[all …]
116 mRenderThread = std::thread([this](){ updateLoop(); }); in startUpdateLoop()117 return mRenderThread.joinable(); in startUpdateLoop()123 if (mRenderThread.joinable()) { in terminateUpdateLoop()124 mRenderThread.join(); in terminateUpdateLoop()
109 std::thread mRenderThread; // The thread that runs the main rendering loop variable