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
diff --git a/opengl/java/android/opengl/GLSurfaceView.java b/opengl/java/android/opengl/GLSurfaceView.java
index daa5d13..ab7ceb6 100644
--- a/opengl/java/android/opengl/GLSurfaceView.java
+++ b/opengl/java/android/opengl/GLSurfaceView.java
@@ -1507,7 +1507,7 @@
             mPaused = false;
             updateState();
             if (mRenderMode == RENDERMODE_WHEN_DIRTY) {
-                executeDraw();
+                requestRender();
             }
         }