eglImpl.MakeContextCurrent( EGL_NO_SURFACE, eglImpl.GetContext() );
}
+ if( timeToSleepUntil == 0 )
+ {
+ eglImpl.SetFirstFrameAfterResume();
+ }
+
Integration::RenderStatus renderStatus;
AddPerformanceMarker( PerformanceInterface::RENDER_START );
mDepthBufferRequired( depthBufferRequired == Integration::DepthBufferAvailable::TRUE ),
mStencilBufferRequired( stencilBufferRequired == Integration::StencilBufferAvailable::TRUE ),
mIsSurfacelessContextSupported( false ),
- mIsKhrCreateContextSupported( false )
+ mIsKhrCreateContextSupported( false ),
+ mIsFirstFrameAfterResume( false )
{
}
{
if ( eglSurface != EGL_NO_SURFACE ) // skip if using surfaceless context
{
+ if( mIsFirstFrameAfterResume )
+ {
+ DALI_LOG_RELEASE_INFO( "EglImplementation::SwapBuffers: First SwapBuffers call.\n" );
+ mIsFirstFrameAfterResume = false;
+ }
eglSwapBuffers( mEglDisplay, eglSurface );
}
}
mGlesVersion = glesVersion;
}
+void EglImplementation::SetFirstFrameAfterResume()
+{
+ mIsFirstFrameAfterResume = true;
+}
+
EGLDisplay EglImplementation::GetDisplay() const
{
return mEglDisplay;
void SetGlesVersion( const int32_t glesVersion );
/**
+ * Sets Whether the frame is the first after Resume.
+ */
+ void SetFirstFrameAfterResume();
+
+ /**
* returns the display with which this object was initialized
* @return the EGL Display.
*/
bool mStencilBufferRequired;
bool mIsSurfacelessContextSupported;
bool mIsKhrCreateContextSupported;
+
+ bool mIsFirstFrameAfterResume;
};
} // namespace Adaptor