| // Copyright 2018 The Cobalt Authors. All Rights Reserved. |
| // |
| // Licensed under the Apache License, Version 2.0 (the "License"); |
| // you may not use this file except in compliance with the License. |
| // You may obtain a copy of the License at |
| // |
| // http://www.apache.org/licenses/LICENSE-2.0 |
| // |
| // Unless required by applicable law or agreed to in writing, software |
| // distributed under the License is distributed on an "AS IS" BASIS, |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| // See the License for the specific language governing permissions and |
| // limitations under the License. |
| |
| #include <EGL/egl.h> |
| #include <GLES2/gl2.h> |
| |
| #include "starboard/android/shared/video_window.h" |
| #include "starboard/shared/gles/gl_call.h" |
| |
| extern "C" { |
| EGLBoolean __real_eglSwapBuffers(EGLDisplay dpy, EGLSurface surface); |
| |
| // This needs to be exported to ensure shared_library targets include it. |
| SB_EXPORT_PLATFORM EGLBoolean __wrap_eglSwapBuffers(EGLDisplay dpy, |
| EGLSurface surface) { |
| // Kick off the GPU while waiting for new player bounds to take effect. |
| GL_CALL(glFlush()); |
| |
| // Wait for player bounds to take effect before presenting the UI frame which |
| // uses those player bounds. This helps to keep punch-out videos in sync with |
| // the UI frame. |
| // TODO: It is possible for the new UI frame to be displayed too late |
| // (especially if there's a lot to render), so this case still needs to |
| // be handled. |
| |
| // Note, we're no longer calling WaitForVideoBoundsUpdate because it does |
| // not work properly without calling SurfaceHolder setFixedSize. |
| // starboard::android::shared::WaitForVideoBoundsUpdate(); |
| |
| return __real_eglSwapBuffers(dpy, surface); |
| } |
| } |